玻璃 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.

输入

颜色

物体表面的颜色,从物理学角度讲,既光线中的不同波长被透过的概率。

粗糙度

影响折射的锐利程度;其值设定为0.0时非常清晰,值越高越平滑。

IOR

折射率 (IOR) 定义光线改变方向的程度。其值设定为1. 0时,光线完全透过,值越高,折射越强。

法向

用于着色的法向。

属性

分布

Microfacet distribution to use.

锐利

可产生完美的镜面反射。 不使用 糙度 值。

GGX

GGX微平面分布。

多重散射 GGX

Cycles Only Takes multiple bounce (scattering) events between microfacets into account. This gives a more energy conserving results, which would otherwise be visible as excessive darkening.

贝克曼

Cycles Only Beckmann microfacet distribution.

不支持贝克曼、Ashikhmin-Shirley和多重散射GGX

Cycles Only Ashikhmin-Shirley microfacet distribution.

输出

双向散射分布函数

标准着色器输出。

示例

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

光滑的玻璃效果。

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

光滑玻璃的光路图。

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

粗糙的玻璃效果。

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

粗糙玻璃的光路图。