Does anyone know how i can make a fresnel reflection while also using a reflection map?
I know the method of using the ramp and samplerinfo connecton to achieve this, but i cant figure out how to do it while also uing a reflection map to mask the variations of intensity.
I read and tried to use the ramp and samplerinfo node together with a multiply divide node. I connect the ramp and reflection map into the multiply divide node, then connect multiply divide into reflection of the main shader.
I dont know if i connected them right, or if this method works at all…
Can someone help me?


