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This node makes it possible to use a different bsdf for direct and indirect lighting. For example, it is common to use blurry reflections of lights (specular highlights) but sharp reflections of objects. To do this, create the blurry and sharp bsdfs, then combine them using this VOP into one bsdf that will behave differently depending on whether lights or objects are being reflected.
The bsdf to use for light reflections.
The bsdf to use for object reflections.
The combined direct/indirect bsdf.