Glass (グラス) BSDF#
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。
- GGX:
GGX マイクロファセット分布
- Multiscatter GGX:
Takes multiple scattering events between microfacets into account. This gives more energy conserving results, which would otherwise be visible as excessive darkening.
- Beckmann:
Cycles Only Beckmann microfacet distribution.
出力#
- BSDF
標準シェーダー出力。