Anisotropic BSDF(異方性BSDF)

Anisotropic BSDF node.

Hair (ヘアー) BSDF

The Anisotropic BSDF is used to add a glossy reflection, with separate control over U and V direction roughness. The tangents used for shading are derived from the active UV map. If no UV map is available, they are automatically generated using a sphere mapping based on the mesh bounding box.

入力

Color(カラー)

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

Roughness

反射のシャープさ。0.0で完全に鋭角になり、高い値で滑らかになります。

Anisotropy (異方性)

Amount of anisotropy in the reflection; 0.0 gives a round highlight. Higher values give elongated highlights orthogonal to the tangent direction; negative values give highlights shaped along the tangent direction.

Rotation(回転)

異方性接線方向の回転。値0.0は0°回転、0.25は90°、1.0は360°= 0°に相当します。接線方向のテクスチャリングに使用できます。

Normal(ノーマル)

Normal used for shading; if nothing is connected the default shading normal is used.

Tangent(タンジェント)

陰影に使用される接線。何も接続されていない場合、デフォルトのシェーディング接線が使用されます。

Properties(プロパティ)

Distribution(分布)

Microfacet distribution to use. Sharp results in perfectly sharp reflections like a mirror, while Beckmann, GGX and Ashikhmin-Shirley can use the Roughness input for blurry reflections.

出力

BSDF

標準シェーダー出力。

../../../_images/render_shader-nodes_shader_anisotropic_rot0.jpg

異方性回転は0。

../../../_images/render_shader-nodes_shader_anisotropic_rot025.jpg

異方性回転は0.25(90°)。

../../../_images/render_shader-nodes_shader_anisotropic_example.jpg

Anisotropic shading with 0° rotation, 90° rotation and textured rotation of the tangent direction. Example blend-file.