Node material egressat

Node d'egressió de material.

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.