Specular Layer - Arnold User Guide
The 'Specular' and 'Sheen Layer' settings are the same . It is recommended that you use 'Sheen Layer' for tight specular reflections and ' Specular ' for broader specular reflections.
Color
The color the specular reflection will be modulated with.
Sheen Layer (yellow) and Specular Color (red)
Weight
The specular weight.
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0 | 0.5 | 1 |
Roughness
Controls the glossiness of the specular reflections. The lower the value, the sharper the reflection. In the limit, a value of 0 will give you a perfectly sharp mirror reflection, whilst 1.0 will create reflections that are close to a diffuse reflection.
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0.1 | 0.5 | 1 |
IOR
The amount of reflection will be dependent on the viewing angle of the surface following the Fresnel equations (which depends on the IOR value).
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1.44 | 3 | 6 |
The visual effect is that the reflection increases as the viewer's angle of incidence, with respect to the surface normal, approaches 0.
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1.44 | 3 | 6 |
The white powdery look, apparent on the grapes in the images below, is achieved using a high roughness value. Notice the effect that increasing the IOR has on the specular roughness.
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1 | 1.5 | 2 |
There is currently an issue with Specular Fresnel (IOR) which produces a darkening effect around the edges of the Skin shader. T his issue is unrelated to bump mapping. However, t he effect is more apparent when using bump mapping because it increases the areas where there are grazing angles. This issue is due to be fixed in a future release. A workaround is to disable ' Fresnel Affects SSS ' found within the ' Advanced ' options of the Skin shader.
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With Specular IOR: Darkening around edge of nostril | Without Specular IOR: No darkening visible |
Bump mapping increases darkening effect caused by IOR