材质输出节点#

材质输出节点。

材质输出 节点用于将曲面材质信息输出到曲面对象。

输入#

曲面

对象 表面 的着色。

体积/音量

对象内部 体积 的着色。

置换

用于创建凹凸贴图或实际细分 置换

厚度 EEVEE

Used to approximate the inner geometry structure of the object without heavy computation. This is currently used for Subsurface Scattering, Translucent BSDF, Refraction BSDF, and the nodes containing these effects.

If no value is plugged into the output node, a default thickness based on the smallest dimension of the object is used. If a value is connected it will be used as object space thickness (i.e. scaled by object transform). A value of zero will disable the thickness approximation and treat the object as having only one interface.

This output is only used by the EEVEE render engine.

Note

  • The thickness is used to skip the inner part of the object.

  • Refraction will not refract objects inside the thickness distance.

  • Shadow casting object will not cast shadow within the thickness distance.

Tip

  • For large or compound meshes (e.g. vegetation), the thickness should be set to the thickness of individual parts (e.g. leaves, grass blades).

  • Thickness can be baked to textures or custom attributes for more accurate result.

See also

Thickness Mode -- controls how the thickness value is used.

属性#

目标

输入着色器所使用的渲染引擎。默认情况下,着色器在 Cycles 和 EEVEE 之间共享,如果有多个输出节点,可以为每个节点创建专门的着色器设置。

输出#

此节点没有输出。