各向异性 BSDF
仅限 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。