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Computes the facing ratio of the geometry: a simple dot product = between the camera vector or direction and the surface normal. Note that so= me 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 defin= ed 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 th= e facing ratio. A value of 1.0 is neutral
If the surface is bump-mapped, input the bump normal here. If not connec= ted, the node will use this shading normal.
The single-component (float) value produced by the facing ratio computat= ion.