I write a shader for reflecting metal surfaces like gold and chrome. And I have some questions:
1. How I can apply a Fresnel function to my shader? If I'm using a fresnel like this:
…
fresnel(normalize(I), normalize(N), eta, Kr, Kt, R, T);
Cf = Kr * reflectlight(P, R, bias, Kr);
…
I got not a metal but a glass

I think fresnel for metals not same as fresnel for dielectrics.
2. I would like to add support of the blurred reflections dependent on distance between object to which it is applied a shader and the reflected object. How to calculate a distance to the reflected object?
Picture: http://www.visualparadigms.com/houdini/forum/download.php?id=46 [visualparadigms.com]
Hahaha okay, now i know it 