Lighting & surfaces · 3 / 10
Fresnel / Schlick Approximation
視線角度で反射を変え水やガラスの縁を強調する。
Compare in motion
Interactive model
回るガラス球
AReference
角度に依存しない反射
BFresnel / Schlick Approximation100%
視線角度で反射の強さが変わる
Scrub to pause and inspect. At 0%, B matches A; at 100%, B shows the effect. The scene repeats every 8 seconds.
Look for: 斜めの角度が増える → 縁の反射が強まる。
This model simplifies the technique to show its use case and effect. Operation counts describe the model; they are not performance measurements.
Read the storyboard
例: 回るガラス球
1. Start
正面では弱い反射
2. Change
斜めの角度が増える
3. Result
縁の反射が強まる
How it works
1. Input
視線と表面の角度
2. Process
シュリック式で反射率を近似
3. Result
斜めほど強い反射
Further reading
Filament Material System ↗A general reference for this subcategory.