In the real world, a material's shininess is determined by microscopic grooves and bumps on its surface that scatter the incoming light over wider or smaller angles, towards the viewer. The rougher the surface is, the wider angle the incident light will be reflected out, causing more blurrier highlights and reflections. Previously in Blender's raytracer this process has been simulated for perfectly glossy mirror-like (or clear glass-like) surfaces only, but there's now the capability to simulate less glossy surfaces, for blurry reflections or refractions.
Rather than taking a single reflection sample for fully glossy surfaces, blurry raytracing works by blending multiple samples, distributed in a cone shape around the outward ray direction. The more samples that are taken, the smoother looking the result will be, at the expense of extra render time.
The cone of samples are generated using an adaptive QMC Halton sequence, distributed according to a Phong scattering formula. Although the glossy reflection/reflection gloss amount has a similar meaning to the specular shading 'hardness' setting, for practicality, there are two extra 'Gloss' sliders, weighted for more precision at the sharper end of the scale, that you can tweak independently for better control over the look. For more information on adaptive QMC sampling, and optimisation, check the QMC Sampling release notes page.
Note:
Gloss
Samples
Thresh


Aniso
If the material Tangent V option is on, for tangent (anisotropic) specular and diffuse shading, Blender automatically renders blurry reflections as anisotropic reflections. Rather than blurring in a circular shape, the blur is stretched along a line, aligned to the direction of the tangent vectors.
When Tangent V is switched on, the Aniso slider controls the strength of this anisotropic reflection, with a range of 1.0 (default) being fully anisotropic and 0.0 being fully circular, as is when tangent shading on the material is switched off. Anisotropic raytraced reflection uses the same tangent vectors as for tangent shading, so you can modify the angle and layout the same way, with the auto-generated tangents, or based on the mesh's UV co-ordinates.



Max Dist
Ray end fade-out: Fade to Sky / Material Color