Metallic BSDF

Metallic BSDF node.

The Metallic BSDF node is used to recreate the appearance of metals.

Inputs

F82 Tint

Base Color

Color of the material when viewed straight on.

Edge Tint

Color of the material when viewed at a 82° angle.

Physical Conductor

IOR

Refractive index per color channel. This is the real part of a complex refractive index, scientifically denoted as n.

Extinction

Extinction coefficients per color channel. This is the imaginary part of a complex refractive index, scientifically denoted as k.

Common (Points communs)

Roughness

Netteté de la réflexion ; parfaitement net à 0.0 et plus lisse avec des valeurs plus élevées.

Anisotropy Cycles uniquement

Amount of anisotropy. Higher values give elongated highlights along the tangent direction; negative values give highlights shaped perpendicular to the tangent direction.

Rotation Cycles Only

Tourne la direction d’anisotropie, avec 1.0 signifiant cercle plein.

Compared to the Glossy BSDF node, the direction of highlight elongation is rotated by 90°. Add 0.25 to the value to correct.

Normal

Normale utilisée pour l’ombrage ; si rien n’est connecté, la normale de l’ombrage par défaut est utilisée.

Tangent

Tangente utilisée pour l’ombrage ; si rein n’est connecté, la tangente de l’ombrage par défaut est utilisée.

Properties

Distribution

Distribution Microfacets à utiliser.

GGX:

Distribution des microfacettes GGX.

Multiscatter GGX:

Prend en compte les multiples évènements de diffusion entre les micro-facettes. Cela donne des résultats plus économes en énergie, qui autrement seraient visibles comme un assombrissement excessif.

Beckmann:

Cycles uniquement Distribution des microfacettes Beckmann.

Fresnel Type

Models for describing the metal’s appearance, by specifying the apparent color or the physical IOR.

F82 Tint:

Uses the Adobe F82-Tint formula for the metallic fresnel. This allows for artist friendly control of the color near the edge of the material to simulate a complex IOR.

Physical Conductor:

Accepts Complex IOR measurements from real world metals to replicate a more accurate rendering of metals than the F82 Tint Fresnel type.

Complex IOR values can be found from sources like the Physically Based database for CG artists and Refractive Index nk database.

Outputs

BSDF

Sortie Shader standard.

Exemples

F82 Tint

../../../_images/render_shader-nodes_shader_metallic_f82-Ti.webp
../../../_images/render_shader-nodes_shader_metallic_f82-Al.webp
../../../_images/render_shader-nodes_shader_metallic_f82-Cu.webp
../../../_images/render_shader-nodes_shader_metallic_f82-Au.webp

Material

Titanium (Default)

Aluminum

Copper

Gold

Base Color

0.617, 0.576, 0.540

0.911, 0.912, 0.917

0.972, 0.694, 0.486

1.000, 0.735, 0.353

Edge Tint

0.695, 0.726, 0.770

0.848, 0.877, 0.916

0.961, 0.969, 0.942

0.993, 1.000, 1.000

Physical Conductor

../../../_images/render_shader-nodes_shader_metallic_physical-Ti.webp
../../../_images/render_shader-nodes_shader_metallic_physical-Al.webp
../../../_images/render_shader-nodes_shader_metallic_physical-Cu.webp
../../../_images/render_shader-nodes_shader_metallic_physical-Au.webp

Material

Titanium (Default)

Aluminum

Copper

Gold

IOR

2.757, 2.512, 2.231

1.333, 0.945, 0.582

0.235, 0.729, 1.369

0.000, 0.470, 1.439

Extinction

3.867, 3.404, 3.009

7.434, 6.340, 5.181

5.666, 2.562, 2.227

182.6, 2.189, 1.660