各向异性 BSDF

Anisotropic BSDF node.

仅 Cycles

The Anisotropic BSDF is used to add a glossy reflection, with separate control over U and V direction roughness. The tangents used for shading are derived from the active UV map. If no UV map is available, they are automatically generated using a sphere mapping based on the mesh bounding box.

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反射的概率。

粗糙度

反射的锐利度;值为0.0时非常锐利,值越高越平滑。

各向异性

Amount of anisotropy in the reflection; 0.0 gives a round highlight. Higher values give elongated highlights orthogonal to the tangent direction; negative values give highlights shaped along the tangent direction.

旋转

各向异性切线方向的旋转。0.0等价于0°旋转,0.25等价于90°旋转,1.0等价于360°旋转。该节点可用于纹理切线方向。

法向

用于着色的法向;如果没有连接其它选项,则使用默认着色法向。

切向 (正切)

切线右用于着色;如果没有连接其它选项,则使用默认着色切线。

属性

分布

Microfacet distribution to use. Sharp results in perfectly sharp reflections like a mirror, while Beckmann, GGX and Ashikhmin-Shirley can use the Roughness input for blurry reflections.

输出

BSDF

标准着色器输出。

示例

../../../_images/render_shader-nodes_shader_anisotropic_rot0.jpg

各向异性旋转为0时的效果。

../../../_images/render_shader-nodes_shader_anisotropic_rot025.jpg

各向异性旋转为0.25(90°)时的效果。

../../../_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.