--- title: "Fresnel Shader" url: "https://help.maxon.net/c4d/en-us/Content/html/XSLAFRESNEL.html" section_path: "Material Manager > Classic Materials > Classic material > Channel Shaders > Fresnel Shader" element_id: "XSLAFRESNEL" description: "Although the Fresnel shader can be used in any material channel (preferred is the Reflection channel), it does not affect the bump or displacement …" --- # Fresnel Shader Although the Fresnel shader can be used in any material channel (preferred is the Reflection channel), it does not affect the bump or displacement channels unless used as a secondary channel within Fusion or something similar. ![Image: 004398.jpg](https://help.maxon.net/c4d/en-us/Content/Resources/Images/004398.jpg)\ Left a Fresnel shader in the Color Channel. Right a Fresnel shader in the Transparency Channel. > **Tip:** Tip:Note also the built-in physically correct [Fresnel](https://help.maxon.net/c4d/en-us/Content/html/MMATERIAL-ID_MATERIALGROUP_REFLECTION.html.md) in the Reflectance channel, which does not require the use of the Fresnel shader. It's hard to imagine not using a Fresnel shader when rendering glass. This shader can also make numerous types of materials look more realistic. Because the greater the angle at which you view a surface, the more reflective any surface becomes. > **Tip:** Tip:If **Refraction** is set not equal to 1 in the Transparency channel, a Fresnel reflection will be calculated. This value can be set to 0.