BSDF Thủy Tinh -- Glass BSDF

../../../_images/render_shader-nodes_shader_glass_node.png

Glass 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.

Đầu Vào -- Inputs

Màu Sắc -- Color

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

Độ Ráp -- Roughness

Influences sharpness of the refraction; perfectly sharp at 0.0 and smoother with higher values.

Chỉ Số Khúc Xạ (IOR) -- IOR

Index of refraction (IOR) defining how much the ray changes direction. At 1. 0 rays pass straight through like transparent; higher values give more refraction.

Pháp Tuyến -- Normal

Normal used for shading.

Tính Chất -- Properties

Phân Phối -- Distribution

See BSDF Bóng Bẩy -- Glossy BSDF.

Đầu Ra -- Outputs

BSDF

Đầu ra chuẩn của bộ tô bóng.

Ví Dụ -- Examples

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

Sharp Glass example.

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

Sharp Glass behavior.

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

Rough Glass example.

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

Rough Glass behavior.