Computes the facing ratio of the geometry: a simple dot product between the camera vector or direction and the surface normal. Note that some scene entities do not have a defined normal, like volumes.
Choose the rendering camera direction or a predefined direction
Supply a direction vector when not using the camera direction
Supply a useful coordinate system, object, world, camera, or other defined space.
The facing ratio can be negative if the normal is pointing away from the camera. This will flip the normal to always give a positive result.
Clamp the result from 0 to 1
Inverts the facing ratio: black becomes white and vice-versa.
Choose between specifying an Ior or Gamma
When using the Ior mode set above, choose an index of refraction value, typically 1.0 to 3.0, useful for simulating a dielectric surface.
When using the gamma node set above, a simple gamma function to shape the facing ratio. A value of 1.0 is neutral
If the surface is bump-mapped, input the bump normal here. If not connected, the node will use this shading normal.
The single-component (float) value produced by the facing ratio computation.