面¶
The surface shader defines the light interaction at the surface of the mesh. One or more BSDFs specify if incoming light is reflected back, refracted into the mesh, or absorbed.
自发光定义了光线从表面发射的方式,可以让任意表面变成光源。
术语解释¶
- 双向散射分布函数
它定义了光线经过物体表面时的反射与折射方式。
- 反射
BSDFs在表面的同一侧射入光线。
- 传递采样
BSDFs通过表面发射射入光线,并留在另一侧。
- 折射
BSDFs是一种 透射型 ,透射射入光线并在其离开表面另一侧时改变其方向。
BSDF参数¶
A major difference from non-physically-based renderers is that direct light reflection from lights and indirect light reflection of other surfaces are not decoupled, but rather handled using a single BSDF. This limits the possibilities a bit, but we believe overall it is helpful in creating consistent-looking renders with fewer parameters to tune.
- 粗糙度
For the glossy BSDFs, the roughness parameter controls the sharpness of the reflection, from 0.0 (perfectly sharp) to 1.0 (very soft).