I'm fairly new to Lux and I'm wondering if there is an input for its Mix Material similar to Cycles' Fresnel and Layerweight nodes (i.e. the output is specifically dependant on the angle of the surface to the camera and a value like IOR/Blend to modify the sensitivity to a change in angle.)
As an example of what I mean, how would I render a material like this (Cycles generated) in Lux:
I already have a Mix material and the Diffuse material (both the red and white are diffuse materials), but I'm still missing the proper input for the Mix factor.