System Information
Operating system: Windows-10-10.0.19043-SP0 64 Bits
Graphics card: GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 431.07
Blender Version
Broken: version: 3.0.0, branch: master, commit date: 2021-12-02 18:35, hash: rBf1cca3055776
Worked: (newest version of Blender that worked as expected)
Short description of error
When using the Principled GGX or Beckmnan transmission the fresnel effect does not decrease with increasing roughness as it should.
Exact steps for others to reproduce the error
In this test file only the specular reflection is visible. The gradient going into the roughness input goes from 0 at the top to 1 at the bottom. As can be seen there the fresnel effect does not otne down with increasing roughness.
Multiscatter GGX does not have this issue.
Edit: Both Beckman and GGX in the Glass BSDF have the same issue.
Apart from that I could not find a single source that documents how fresnel is calculated in the Principled BSDF. If you read this and know that please tell us the source.
Thank you and have a great day!

