光泽 BSDF
光泽 BSDF 节点用于添加具有微面分布的反射,用于金属或镜面等材质。
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
Input for the surface roughness resulting in sharp to blurry reflections.
- 法向
用于着色的法向。
属性
- 分布
要使用的微面分布。
- 锐利:
Results in perfectly sharp reflections like a mirror. The Roughness value is not used.
- GGX:
GGX微平面分布。
- Multiple-scattering 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:
仅限 Cycles 贝克曼微面分布。
- Ashikhmin-Shirley:
Cycles Only Ashikhmin-Shirley microfacet distribution.
输出
- BSDF
标准着色器输出。