Glossy BSDF(光沢BSDF)#

Glossy BSDF node.

The Glossy BSDF node is used to add reflection with microfacet distribution, used for materials such as metal or mirrors.

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 Cycles Only

Controls the amount the reflection stretches the reflection along the surface of the material. A value of 0.0 results in no anisotropic reflections. Higher values give elongated highlights orthogonal to the tangent direction; negative values give highlights shaped along the tangent direction.

This is a phenomenon know as "Anisotropic Reflections" which is often seen in metallic materials.

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。

../../../_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°)。#

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)

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。

#

../../../_images/render_shader-nodes_shader_glossy_example.jpg

シャープな光沢の例。#

../../../_images/render_shader-nodes_shader_glossy_behavior-sharp.svg

シャープな光沢の挙動。#

../../../_images/render_shader-nodes_shader_glossy_rough.jpg

粗い光沢の例。#

../../../_images/render_shader-nodes_shader_glossy_behavior.svg

粗い光沢の挙動。#

../../../_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.#