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Reflect

Environment-map reflection and approximate refraction

Reflect is a classic Fusion material node that adds environment-map reflection and approximate refraction. Five inputs separate the base material, reflection RGB, alpha-driven intensity, refraction-texture RGB and normals.

MaterialsIntermediate

Reflect

Overview

What Reflect does

Reflect adds reflections and refractions from an environment map. That map is treated as an infinitely distant environment. The node does not by itself trace rays to neighboring scene objects or produce geometric self-reflections.

Two objects sharing a map do not automatically reflect each other. Blackmagic describes preparing a separate cube map for an object when nearby surroundings must appear. Bright off-camera geometry will not appear in Reflect unless that information is present in the map.

Background Material supplies the base. Reflection Color Material uses RGB as the reflection image and ignores its alpha. Reflection Intensity Material instead multiplies reflection strength by alpha. Refraction Tint Material receives the refraction texture itself through RGB; the Inspector Refraction Tint then multiplies its color. To use one environment map for reflection and refraction, connect it to both distinct inputs. Bump Map Texture accepts a normal-bearing material rather than an arbitrary 2D mask.

The teaching graphs use short socket captions: Color means Reflection Color Material, Level means Reflection Intensity Material, Refract means Refraction Tint Material, and Bump means Bump Map Texture. The reference retains the full input names; select the corresponding full name when connecting tools in Fusion.

By Angle separates face-on and glancing reflection strengths, with Falloff controlling their transition. This is an adjustable artistic relationship. It does not promise physically exact Fresnel behavior, energy conservation or a PBR material.

Refraction is applicable when the incoming Background Material has opacity below 1 and the prepared map feeds Refraction Tint Material. Refractive Index deforms this environment-map view according to angle. A connection to Reflection Color Material supplies the reflection texture and does not replace the separate refraction branch. The manual explicitly describes the model as an approximation: the capture’s 1.333 does not establish a verified water, glass-thickness or closed-volume ray-path model.

Reflect outputs a material. Connect it to a geometry Material Input or another compatible material input; Merge3D receives the object’s scene3d output. Renderer3D converts the assembled scene into an image. Material ID is useful in compositing only when the corresponding AUX channel is actually rendered.

When to use it

  • Style a glossy surface using a prepared environment map.

  • Compare Constant and By Angle on known geometry.

  • Test alpha-driven reflection strength.

  • Build approximate tinted environment refraction.