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Reflect Material Node

By Kriss Norde

Reflect adds environment reflections and refractions to any material (Blinn, Phong, Cook Torrance, Ward). The environment is treated as infinitely far away (environment map) - there is no interaction between the objects in the scene. Essential for believable chrome or glass.

Overview

Reflect is not an illumination shader in itself - it is a layer that adds reflections (and optional refractions) to an existing material. You typically connect it to a Blinn or Cook Torrance to create a truly reflective material.

The reflected environment must come from an environment map (typically a Sphere Map or CubeMap with a 360° HDRI). Objects in the scene do not reflect each other - this is a fundamental limitation of environment mapping compared to ray tracing.

Where to find this node

  • Effects Library: Tools > 3D > Material > Reflect
  • Quick add: right-click in the Node Editor → Add Tool > 3D > Material > Reflect

Inputs

  • Background Material (orange) - base material that Reflect adds reflections to. Typically a Blinn/Cook Torrance/Phong. 2D images are treated as diffuse textures.
  • Reflection Color Material - RGB sets the reflection texture (typically an environment map). It can come from a Sphere Map, a CubeMap, or a 2D HDRI.
  • Reflection Intensity Material - the Alpha channel multiplies the reflection intensity. Allows per-area variations (some parts more reflective than others).
  • Refraction Tint Material - RGB sets the texture used for refraction (when enabled).
  • Bump Map Texture - RGB treated as texture-space normals, to add relief that affects the reflections.

Setup

Blinn (base color) ──→ Background Material
Sphere Map (HDRI) ──→ Reflection Color
                         ↓
                    Reflect → Shape 3D (MaterialInput)

Reflection section

Reflection Strength Variability
Two modes:
  • Constant - uniform intensity whatever the viewing angle. Uses the Constant Strength parameter.
  • By Angle - Fresnel-like, intensity varies with the angle. Uses Face On / Glancing / Falloff. More realistic.
Face On Strength
Reflection intensity when the surface faces the camera. Typically low (0.04 in PBR for non-metals, higher for metal).
Glancing Strength
Intensity at grazing angles. Always high (1.0 or close) - this is the basis of Fresnel behavior: at the edges of an object, you see more reflection.
Falloff
Sharpness of the Face On → Glancing transition. Low = smooth transition, high = abrupt change.
Constant Strength
Fixed intensity (in Constant mode).

Refraction section

For transparent materials (glass, water), enable refraction.

Separate RGB Refraction Indices
Enables different refraction indices per RGB channel. Produces a spectral / chromatic effect (prismatic dispersion). Realistic for diamonds and crystals.
Refraction Index
Index of refraction. Distorts the environment texture seen through the object. Values: 1.0 (vacuum), 1.33 (water), 1.5 (glass), 2.4 (diamond).
Refraction Tint
Filter color for transparent surfaces (e.g. the green glass of a bottle).

Use cases

  • Realistic chrome - Cook Torrance (black Diffuse + light gray Specular Color) → Reflect with a high Face On + Glancing 1.0 + an HDRI Sphere Map. A convincing mirror look.
  • Tinted glass bottle - transparent Blinn → Reflect with Refraction enabled (IOR 1.5, green Tint). The environment texture appears distorted through the bottle.
  • Subtle Fresnel on plastic - standard Blinn → Reflect with Face On 0.04 + Glancing 0.3. Reflections only on the edges, discreet but realistic.
  • Crystal / diamond - Separate RGB Refraction Indices on = colorful prismatic dispersion in the reflections.
  • Car body - Blinn (base color) + Reflect (subtle environment reflections) = believable car paint with a clearcoat.
  • Human eye - Blinn (iris) + Reflect (environment highlight on the cornea) = a lifelike eye.

Tips

  • Environment map required - without an HDRI connected to Reflection Color, Reflect only outputs black. Use Sphere Map for an equirectangular HDRI or CubeMap for a cubic skybox.
  • By Angle mode by default - always more realistic than Constant. It reproduces natural Fresnel.
  • Face On = 0.04, Glancing = 1.0 for any non-metal (PBR rule). For metal, raise Face On.
  • Limitation: no self-reflection - objects in the scene do not reflect each other. For true reflective ray tracing, you need an external renderer (Blender Cycles, Arnold, etc.).
  • Alt+drag to pick the exact input - an interface trick to get a dropdown menu instead of guessing which input is which.
  • Stackable Reflect - you can connect a Reflect into a Ward, or a Reflect into another Reflect for layered effects (a clearcoat on top of a base paint, for example).