PxrFacingRatio
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.
Input Parameters
Use
Choose the rendering camera direction or a predefined direction
Direction
Supply a direction vector when not using the camera direction
Coordinate System
Supply a useful coordinate system, object, world, camera, or other defined space.
Face Forward
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
Clamp the result from 0 to 1
Invert
Inverts the facing ratio: black becomes white and vice-versa.
Mode
Choose between specifying an Ior or Gamma
Ior
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.
Gamma
When using the gamma node set above, a simple gamma function to shape the facing ratio. A value of 1.0 is neutral
Bump Normal
If the surface is bump-mapped, input the bump normal here. If not connected, the node will use this shading normal.
Output Parameters
resultF
The single-component (float) value produced by the facing ratio computation.