Glass BSDF

Glass BSDF node.

The Glass BSDF is used to add a Glass-like shader mixing refraction and reflection at grazing angles. Like the transparent shader, only pure white will make it transparent. The glass shader tends to cause noise due to caustics. Since the Cycles path tracing integrator is not very good at rendering caustics, it helps to combine this with a transparent shader for shadows; for more details see here.

Entrades

Color

Color of the surface, or physically speaking, the probability that light is transmitted for each wavelength.

Rugositat

Influences sharpness of the refraction; perfectly sharp at 0.0 and smoother with higher values.

IDR

Index of refraction (IOR) defining how much the ray changes direction. At 1. 0 rays pass straight through like transparent; higher values give more refraction.

Normal

Normal used for shading.

Propietats

Distribution

Microfacet distribution to use.

GGX:

GGX microfacet distribution.

Multidispersió GGX:

Té en compte múltiples episodis de dispersió entre microfacetes. Això dona més resultats de conservació d’energia, que d’altra manera es farien visibles com un enfosquiment excessiu.

Beckmann:

Cycles Only Beckmann microfacet distribution.

Sortides

BSDF

Standard shader output.

Exemples

../../../_images/render_shader-nodes_shader_glass_example.jpg

Sharp Glass example.

../../../_images/render_shader-nodes_shader_glass_behavior-sharp.svg

Sharp Glass behavior.

../../../_images/render_shader-nodes_shader_glass_example-rough.jpg

Rough Glass example.

../../../_images/render_shader-nodes_shader_glass_behavior.svg

Rough Glass behavior.