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If I use the Geometry node as an input for Fresnel, which attribute of the Geometry node do I connect to the Fresnel node (and why) ? Below an image of the node tree that I am building

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  • $\begingroup$ What are you trying to do? That will determine what to plug and how to plug it! If you are trying to build a PBR Fresnel then first watch Cynicat's videos on Youtube, it's a nice introduction. $\endgroup$ Jan 20 '16 at 7:37
  • $\begingroup$ I have a sun shining on a sphere (planet earth) and want to have realistic reflections and I thought that i can do that best with connecting the Geometry Node to the Fresnel node and that connecting to a mix node. I will edit my question and add an image of the node tree $\endgroup$
    – Old Man
    Jan 20 '16 at 9:14
  • $\begingroup$ Why are you using Position as Mapping coordinates? That results in your texture not moving with your object.. Everything else is OK. You don't have to put anything into the Fresnel Normal input, Blender will use the object's normals by default. $\endgroup$ Jan 20 '16 at 9:25
  • $\begingroup$ @Jerryno In this question blender.stackexchange.com/questions/45199/… I asked how best to map my image textures to a sphere. I also asked this question blender.stackexchange.com/questions/45148/… That is why I use the Position for mapping coordinates. Why is my texture not moving with my object ? $\endgroup$
    – Old Man
    Jan 20 '16 at 9:31
  • $\begingroup$ @Jerryno ... so the connection between the Geometry node and Fresnel node is not necessary because Blender will use the normals by default ? Thanks. $\endgroup$
    – Old Man
    Jan 20 '16 at 9:33

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