# 原理化BSDF

The Principled BSDF that combines multiple layers into a single easy to use node. It is based on the Disney principled model also known as the "PBR" shader, making it compatible with other software such as Pixar's Renderman® and Unreal Engine®. Image textures painted or baked from software like Substance Painter® may be directly linked to the corresponding parameters in this shader.

Note

## 输入

Subsurface IOR Cycles Only

Index of refraction for Subsurface Scattering.

Subsurface Anisotropy Cycles Only

Controls the directionality of subsurface scattering.

Hint

• 水: 折射率 = 1.33, 高光 = 0.25

• 玻璃: 折射率 = 1.5, 高光 = 0.5

• 钻石: 折射率 = 2.417, 高光 = 2.15

Hint

IOR

GGX 分布一起，用于控制透射光的粗糙度。

Strength of the emitted light. A value of 1.0 will ensure that the object in the image has the exact same color as the Emission Color, i.e. make it 'shadeless'.

Alpha

## 属性

Microfacet distribution to use.

GGX

Note

Eevee does use not support the Random Walk methods.

An approximation to physically-based volume scattering. This method is less accurate than Random Walk however, in some situations this method will resolve noise faster.

Provides accurate results for thin and curved objects. Random Walk uses true volumetric scattering inside the mesh, which means that it works best for closed meshes. Overlapping faces and holes in the mesh can cause problems.

Behaves similarly to Random Walk (Fixed Radius) but modulates the Subsurface Radius based on the Color, Subsurface Anisotropy, and Subsurface IOR. This method thereby attempts to retain greater surface detail and color than Random Walk (Fixed Radius).