BSDF Nguyên Tắc (Principled BSDF)¶
The Principled BSDF that combines multiple layers into a single easy to use node. It can model a wide variety of materials.
It is based on the OpenPBR Surface shading model, and provides parameters compatible with similar PBR shaders found in other software, such as the Disney and Standard Surface models. Image textures painted or baked from software like Substance Painter may be directly linked to the corresponding input in this shader.
Tầng Lớp (Layers)¶
The base layer is a mix between metal, diffuse, subsurface, and transmission components. Most materials will use one of these components, though it is possible to smoothly mix between them.
The metal component is opaque and only reflect lights. Diffuse is fully opaque, while subsurface also involves light scattering just below the surface. Both diffuse and subsurface sit below a specular layer. The transmission component includes both specular reflection and refraction.
An optional thin film layer sits on top of metal, transmission and specular component, to create iridescent effect.
On top of all base layers there is an optional glossy coat. And finally the sheen layer sits on top of all other layers, to add fuzz or dust.
Light emission can also be added. Light emits from below the coat and sheen layers, to model for example emissive displays with a coat or dust.
Thin Wall Mode¶
When the Thin Wall Boolean is enabled, the surface is switched to thin-walled mode. In this mode the surface is a slab with its layers mirrored around the base, and the thickness is assumed to be zero.
Ghi chú
The Subsurface Radius, Subsurface Scale and Subsurface Method inputs are irrelevant in thin-walled mode.
When using thin-walled mode in EEVEE, the Thickness should be set to 0, and the Thickness Mode should be set to Slab.
Đầu Vào (Inputs)¶
- Màu Cơ Sở (Base Color)
Overall color of the material used for diffuse, subsurface, metal and transmission.
Same base color for multiple materials types¶
- Độ Nhám/Ráp/Rối (Roughness)
Specifies Mặt Vi Mô Độ Nhám/Ráp/Rối của Bề Mặt cho/đối với Lóng Lánh Phản Quang và Truyền Xạ. một Giá Trị của 0.0 gives một perfectly Sắc Cạnh/Đột Ngột Phản Quang, trong khi 1.0 gives một Khuếch Tán Phản Quang.
Độ thô nhám/rối từ 0.0 đến 1.0 [Roughness from 0.0 to 1.0]¶
- Kim Loại (Metallic)
Blends between a dielectric and metallic material model. At 0.0 the material consists of a diffuse or transmissive base layer, with a specular reflection layer on top. A value of 1.0 gives a fully specular reflection tinted with the base color, without diffuse reflection or transmission.
Kim loại từ 0.0 hoặc 1.0 [Metallic from 0.0 to 1.0]¶
- IOR
Index of refraction (IOR) for specular reflection and transmission. For most materials, the IOR is between 1.0 (vacuum and air) and 4.0 (germanium). The default value of 1.5 is a good approximation for glass.
Chỉ Số Khúc Xạ từ 1.0 đến 2.0 [IOR from 1.0 to 2.0]¶
- Độ Đục (Alpha)
Controls the transparency of the surface, with 1.0 fully opaque. Usually linked to the Alpha output of an Image Texture node.
Alpha từ 0.0 đến 1.0 [Alpha from 0.0 to 1.0]¶
- Thin Wall
Switch the surface to thin-walled mode. Useful for modeling thin structures, such as papers, leaves, and window sheets.
- Normal (Pháp Tuyến/Bình Thường)
Điều Khiển pháp tuyến của các tầng cơ sở.
Khuếch Tán (Diffuse)¶
- Độ/mức gồ ghề/rối/ráp/nhám (Roughness) Duy Cycles (Cycles Only)
Surface roughness; 0.0 gives standard Lambertian reflection, higher values activate the Oren-Nayar BSDF.
Độ thô nhám/rối từ 0.0 đến 1.0 [Roughness from 0.0 to 1.0]¶
Dưới Bề Mặt (Subsurface)¶
Subsurface scattering is used to render materials such as skin, milk and wax. Light scatters below the surface to create a soft appearance.
- Phương Pháp (Method)
Kết Xuất phương pháp tới mô phỏng Subsurface scattering (Tán xạ dưới bề mặt).
- (Christensen-Burley) (Christensen-Burley):
An approximation to physically-based volume scattering. This method is less accurate than Random Walk however, in some situations this method will resolve noise faster.
- Tiến Bước Ngẫu Nhiên (Random Walk):
Cycles Only Provides accurate results for thin and curved objects. Random Walk uses true volumetric scattering inside the mesh, which means that it works best for closed meshes. Overlapping faces and holes in the mesh can cause problems.
- Tiến Bước Ngẫu Nhiên [Random Walk] (Da [Skin]):
Cycles Only Random walk method optimized for skin rendering. The radius is automatically adjusted based on the color texture, and the subsurface entry direction uses a mix of diffuse and specular transmission with custom IOR. This tends to retain greater surface detail and color and matches measured skin more closely.
- Random Walk (Legacy):
Cycles Only The same as Random Walk, but uses a different mapping from albedo to scattering parameters. Will be deleted in the future.
- Trọng Lượng (Weight)
Blend between diffuse surface and subsurface scattering. Typically should be zero or one (either fully diffuse or subsurface).
Trọng lượng từ 0.0 hoặc 1.0 [Weight from 0.0 to 1.0]¶
- Bán Kính (Radius)
Khoảng cách trung bình mà ánh sáng tán xạ ra dưới bề mặt. Bán kính lớn hơn sẽ cho hiện trạng mềm mại hơn vì ánh sáng xâm nhập vào các vùng tối và đi xuyên qua đối tượng. khoảng cách tán xạ sẽ được xác định riêng biệt cho các kênh RGB, để kết xuất nguyên vật liệu giống như da thịt, cái mà ánh sáng đỏ nguồn phân tán sâu hơn. Các giá trị X, Y và Z được là Ánh Xạ sang các giá trị R, G và B trong cặp đôi tương ứng.
Bán kính từ màu trắng tới đỏ [Radius from white to red]¶
- Tỷ Lệ (Scale)
Tỷ Lệ áp dụng tới the bán kính.
Scale from 0 cm to 50 cm¶
- IOR Duy Cycles (Cycles Only)
Index of refraction (IOR) used for rays that enter the subsurface component. This may be set to a different value than the global IOR to simulate different layers of skin.
Chỉ Số Khúc Xạ từ 1.0 đến 2.0 [IOR from 1.0 to 2.0]¶
- Dị Hướng Duy Cycles (Cycles Only)
Directionality of volume scattering within the subsurface medium. Zero scatters uniformly in all directions, positive values scatter more in the forward direction, and negative values scatter more backwards. For example, skin has been measured to have an anisotropy of 0.8.
Anisotropy from -0.9 to 0.9¶
Lóng Lánh (Specular)¶
Controls for both the metallic component and specular layer on top of diffuse and subsurface.
- Phân Bổ (Distribution)
Phép phân bổ của các Microfacet để sử dụng.
- GGX:
A method that is faster than Multiple-scattering GGX but is less physically accurate.
- GGX Đa Tán Xạ [Multiscatter GGX]:
Takes Đa Tán Xạ events giữa microfacets vào account. This gives Tăng energy conserving results, which would otherwise be Hữu Hình as excessive darkening.
- Cấp Độ Chỉ Số Khúc Xạ [IOR Level]
Adjustment to the IOR to increase or decrease intensity of the specular layer. 0.5 means no adjustment, 0 removes all reflections, 1 doubles them at normal incidence.
This input is designed for conveniently texturing the IOR and amount of specular reflection.
Cấp Độ Chỉ Số Khúc Xạ từ 0.0 hoặc 1.0 [IOR level from 0.0 to 1.0]¶
- Nhuốm Màu (Tint)
Color tint for specular and metallic reflection.
For non-metallic tints provides artistic control over the color specular reflections at normal incidence, while grazing reflections remain white. In reality non-metallic specular reflection is fully white.
For metallic materials tints the edges to simulate complex IOR as found in materials such as gold or copper.
Tint from white to orange¶
- Dị Hướng Duy Cycles (Cycles Only)
Amount of anisotropy for specular reflection. Higher values give elongated highlights along the tangent direction; negative values give highlights shaped perpendicular to the tangent direction.
Dị hướng từ 0.0 đến 1.0 [Anisotropy from 0.0 to 1.0]¶
- Xoay Chiều Dị Hướng Duy Cycles (Cycles Only)
Rotates the direction of anisotropy, with 1.0 going full circle.
Compared to the Glossy BSDF node, the direction of highlight elongation is rotated by 90°. Add 0.25 to the value to correct.
Anisotropic rotation from 0.0 to 1.0¶
- Tangent (Tang/Tiếp Tuyến)
Các Điều Khiển the tiếp tuyến chiều hướng cho/đối với dị hướng.
Truyền Xạ (Transmission)¶
Transmission is used to render materials like glass and liquids, where the surface both reflects light and transmits it into the interior of the object
- Trọng Lượng (Weight)
Mix between fully opaque surface at zero and fully transmissive at one.
Trọng lượng từ 0.0 hoặc 1.0 [Weight from 0.0 to 1.0]¶
Lớp Tráng Bóng (Coat)¶
Coat on top of the materials, to simulate for example a clearcoat, lacquer or car paint.
- Trọng Lượng (Weight)
Controls the intensity of the coat layer, both the reflection and the tinting. Typically should be zero or one for physically-based materials, but may be textured to vary the amount of coating across the surface.
Trọng lượng từ 0.0 hoặc 1.0 [Weight from 0.0 to 1.0]¶
- Độ Nhám/Ráp/Rối (Roughness)
Độ Nhám/Ráp/Rối của lớp tráng bóng tầng lớp.
Độ thô nhám/rối từ 0.0 đến 1.0 [Roughness from 0.0 to 1.0]¶
- IOR
Index of refraction (IOR) of the coat layer. Affects its reflectivity as well as the falloff of coat tinting.
Chỉ Số Khúc Xạ từ 1.0 đến 2.0 [IOR from 1.0 to 2.0]¶
- Nhuốm Màu (Tint)
Adds a colored tint to the coat layer by modeling absorption in the layer. Saturation increases at shallower angles, as the light travels farther through the medium, depending on the IOR.
Tint from white to blue¶
- Normal (Pháp Tuyến/Bình Thường)
Controls the normals of the Coat layer, for example to add a smooth coating on a rough surface.
Nước Láng Bóng (Sheen)¶
Sheen simulates very small fibers on the surface. For cloth this adds a soft velvet like reflection near edges. It can also be used to simulate dust on arbitrary materials.
- Trọng Lượng (Weight)
Controls the intensity of the sheen layer.
Trọng lượng từ 0.0 hoặc 1.0 [Weight from 0.0 to 1.0]¶
- Độ Nhám/Ráp/Rối (Roughness)
Độ Nhám/Ráp/Rối của nước láng bóng phản quang.
Độ thô nhám/rối từ 0.0 đến 1.0 [Roughness from 0.0 to 1.0]¶
- Nhuốm Màu (Tint)
The màu sắc của nước láng bóng phản quang.
Tint from white to green.¶
Phát Xạ (Emission)¶
Nguồn/Ánh Sáng phát xạ từ the bề mặt.
- Màu Sắc (Color)
Màu Sắc của nguồn/ánh sáng phát xạ từ the bề mặt.
Các biến thể của màu phát xạ [Emission color variations]¶
- Độ Đậm/Sức Mạnh/Cường Độ (Strength)
Strength of the emitted light. A value of 1.0 ensures that the object in the image has the exact same color as the Emission Color, i.e. make it 'shadeless'.
Strength from 0.0 to 10.0¶
Màng Mỏng [Thin Film] Duy Cycles (Cycles Only)¶
Thin Film simulates the effect of interference in a thin film sitting on top of the material. This causes the specular reflection to be colored in a way which strongly depends on the view angle as well as the film thickness and the index of refraction (IOR) of the film and the material itself.
This effect is commonly seen on e.g. oil films, soap bubbles or glass coatings. While its influence is more obvious in specular highlights, it also affects transmission.
- Độ Dày (Thickness)
The thickness of the film in nanometers. A value of 0 disables the simulation. The interference effect is strongest between roughly 100 and 1000 nanometers, since this is near the wavelengths of visible light.
Thickness from 400 to 800 nanometers¶
- IOR
Index of refraction (IOR) of the thin film. The common range for this value is between 1.0 (vacuum and air) and roughly 2.0, though some materials can reach higher values. The default value of 1.33 is a good approximation for water. Note that when the value is set to 1.0 or to the main IOR of the material, the thin film effect disappears since the film optically blends into the air or the material.
IOR from 1.0 to 1.5¶
Đầu Ra (Outputs)¶
- Bidirectional Scattering Distribution Function: Hàm Phân Bổ Tán Xạ Hai Chiều
Đầu ra chuẩn của bộ tô bóng.