Glass (グラス) 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.

入力

Color(カラー)

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

Roughness

屈折のシャープさ。0.0で完全に鋭角になり、高い値で滑らかになります。

IOR

レイが方向を変える量を定義する屈折率 (IOR ) 。1. 0では、レイは透明のように直進します。値が大きいほど屈折が大きくなります。

Normal(ノーマル)

シェーディングに使用される法線。

Properties(プロパティ)

Distribution(分布)

使用するマイクロファセット分布。

Sharp(シャープ)

Results in perfectly sharp reflections like a mirror. The Roughness value is not used.

GGX

GGX マイクロファセット分布

Multiple-scattering GGX

Cycles Only Takes multiple bounce (scattering) events between microfacets into account. This gives a more energy conserving results, which would otherwise be visible as excessive darkening.

Beckmann

Cycles Only Beckmann microfacet distribution.

Ashikhmin-Shirley

Cycles Only Ashikhmin-Shirley microfacet distribution.

出力

BSDF

標準シェーダー出力。

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

シャープなガラスの例。

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

シャープなガラスの挙動。

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

粗いガラスの例。

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

粗いガラスの挙動。