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MaterialsIntermediate

Reflect

Reflection and refraction material control

Controls reflective and refractive response for Fusion materials, including face-on/glancing strength and refractive index.

Reflect
DaVinci Resolve · Fusion

Reflect is a material-side node for art-directing glossy, glass-like, metallic or wet-looking surfaces in Fusion 3D.

Overview

What Reflect does

Reflect is a material-side node for art-directing glossy, glass-like, metallic or wet-looking surfaces in Fusion 3D.

Think of the material as having two viewing conditions: straight-on and grazing-angle. Reflect lets you define how the surface responds across that range and how light bends through it.

Mental model

Think of the material as having two viewing conditions: straight-on and grazing-angle. Reflect lets you define how the surface responds across that range and how light bends through it.

Common uses

Glass materials
Glossy plastics
Wet surfaces
Metallic highlights
Refractive design objects

Flow anatomy

Inputs & outputs

The port structure shows how this node fits into a Fusion graph.

Material Input

Material or texture data applied to the 3D object.

Reflect
Fusion node

Material Output

The processed result from this node.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Strength Variability

Chooses whether reflection strength is constant or varies with viewing angle.

Glancing Strength

Sets reflection strength at grazing angles.

Face On Strength

Sets reflection strength when viewed directly.

Falloff

Controls the transition between face-on and glancing response.

Separate RGB Indices

Allows red, green and blue to use separate refraction indices.

Refractive Index

Controls light bending through refractive surfaces.

Refraction Tint

Colors transmitted/refracted light.

Red / Green / Blue

Sets the RGB balance of the generated reflection.

Use channel-specific controls when the operation should not affect all components equally.

Material ID

Assigns an ID for downstream material selection.

Practical setup

A reliable workflow

  1. 1

    Connect Reflect into the material graph.

  2. 2

    Set face-on response.

  3. 3

    Set glancing strength.

  4. 4

    Adjust falloff.

  5. 5

    Use refractive index and tint only when the material needs transmission.

Typical node chain
Source
Reflect
Output

Examples

Where this node fits in real work

Glass panel

Combine reflection and refraction in a glass material.

PhongReflectMaterialMergeShape3D

Glossy plastic

Use stronger glancing reflections than face-on reflection.

ReflectMaterialMergeRenderer3D

Troubleshooting

Common mistakes

Pushing Reflect farther than the source resolution can support
Animating several Reflect controls that fight each other instead of choosing one clear primary control
Judging Reflect edge quality only in a proxy or reduced-resolution Viewer

Production notes

Practical tips

Keep the main Reflect transform logic together instead of scattering equivalent adjustments across several nodes.
After a strong Reflect deformation, inspect image edges and alpha for stretching or resampling artifacts.
Preview animated Reflect work at normal playback speed as well as frame by frame.

Related nodes