Node material egressat¶
The Material Output node is used to output surface material information to a surface object.
Entrades¶
- Superfície
Shading for the surface of the object.
- Volum
Shading for the volume inside the object.
- Displacement
Used to create bump mapping or actual subdivided displacement.
- Thickness EEVEE
Used to approximate the inner geometry structure of the object without heavy computation. This is currently used for Subsurface Scattering, Translucent BSDF, Refraction BSDF, and the nodes containing these effects.
If no value is plugged into the output node, a default thickness based on the smallest dimension of the object is used. If a value is connected it will be used as object space thickness (i.e. scaled by object transform). A value of zero will disable the thickness approximation and treat the object as having only one interface.
Aquesta sortida la utilitza només el motor de revelat EEVEE.
Nota
The thickness is used to skip the inner part of the object.
La refracció no refractarà objectes dins de la distància de gruix.
Shadow casting object will not cast shadow within the thickness distance.
Truc
Per a malles grans o compostes (p. ex. vegetació), el gruix s’ha d’ajustar al gruix de les parts individuals (per exemple, fulles, brins d’herba).
El gruix es pot precuinar sobre textures o atributs personalitzats per obtenir resultats més precisos.
Vegeu també
El Mode gruix – controla l’ús que es fa del valor gruix.
Propietats¶
- Referent
Render engine the input shaders are used for. By default shaders are shared between Cycles and EEVEE, with multiple output nodes specialized shader setups can be created for each.
Sortides¶
Aquest node no té sortides.