Refraction (屈折) BSDF

Refraction BSDF node.

The Refraction BSDF is used to add glossy refraction with sharp or microfacet distribution, used for materials that transmit light. For best results this node should be considered as a building block and not be used on its own, but rather mixed with a glossy node using a Fresnel factor. Otherwise it will give quite dark results at the edges for glossy refraction.

入力

Color(カラー)

サーフェスの色。物理的には、光が各波長で透過される確率。

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。

Normal(ノーマル)

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

Properties(プロパティ)

Distribution(分布)

Microfacet distribution to use. Sharp results in perfectly sharp refractions, while Beckmann and GGX can use the Roughness input for blurry refractions.

出力

BSDF

標準シェーダー出力。

../../../_images/render_shader-nodes_shader_refraction_example.jpg

Refraction (屈折) シェーダー。