Shaders: Upgrade description of Principled BSDF parameters #104730
@ -52,6 +52,7 @@ Base Color
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Roughness
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Specifies microfacet roughness of the surface for specular reflection and transmission.
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A value of 0.0 gives a perfectly sharp reflection, while 1.0 gives a diffuse reflection.
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.. figure:: /images/render_shader-nodes_shader_principled-roughness.webp
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:align: center
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@ -70,7 +71,9 @@ Metallic
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Metallic from 0.0 to 1.0
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IOR
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Index of refraction for specular reflection and transmission.
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Index of refraction (:term:`IOR`) for specular reflection and transmission.
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For most materials, the IOR is between 1.0 (vacuum and air) and 4.0 (germanium).
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The default value of 1.5 is a good approximation for glass.
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.. figure:: /images/render_shader-nodes_shader_principled-ior.webp
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:align: center
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@ -93,11 +96,11 @@ Normal
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Subsurface
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----------
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Subsurface scattering is used to render materials such as skin, milk and wax.
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:term:`Subsurface scattering` is used to render materials such as skin, milk and wax.
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Light scatters below the surface to create a soft appearance.
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Method
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Rendering method to simulate subsurface scattering.
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Rendering method to simulate :term:`Subsurface scattering`.
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:Christensen-Burley:
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An approximation to physically-based volume scattering.
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@ -112,13 +115,13 @@ Method
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Random walk method optimized for skin rendering. The radius
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is automatically adjusted based on the color texture, and
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the subsurface entry direction uses a mix of diffuse and
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specular transmission with custom IOR. This tends to retain
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specular transmission with custom :term:`IOR`. This tends to retain
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greater surface detail and color and matches measured skin
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more closely.
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Weight
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Blend between diffuse surface and subsurface scattering.
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Typically should be zero or one (either fully diffuse or subsurface)
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Typically should be zero or one (either fully diffuse or subsurface).
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.. figure:: /images/render_shader-nodes_shader_principled-subsurface-weight.webp
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:align: center
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@ -146,7 +149,7 @@ Scale
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Scale from 0 cm to 50 cm
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IOR :guilabel:`Cycles Only`
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Index of refraction used for rays that enter the subsurface component. This may be set to
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Index of refraction (:term:`IOR`) used for rays that enter the subsurface component. This may be set to
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a different value than the global IOR to simulate different layers of skin.
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.. figure:: /images/render_shader-nodes_shader_principled-subsurface-ior.webp
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@ -156,8 +159,8 @@ IOR :guilabel:`Cycles Only`
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Anisotropy :guilabel:`Cycles Only`
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Directionality of volume scattering within the subsurface medium. Zero scatters uniformly
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in all directories, with higher values scattering more strongly forward.
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For example skin has been measured to have an anisotropy of 0.8.
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in all directions, with higher values scattering more strongly forward.
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For example, skin has been measured to have an anisotropy of 0.8.
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.. figure:: /images/render_shader-nodes_shader_principled-subsurface-anisotropy.webp
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:align: center
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@ -181,7 +184,7 @@ Distribution
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which would otherwise be visible as excessive darkening.
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IOR Level
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Adjustment to the IOR to increase or decrease intensity of the specular layer.
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Adjustment to the :term:`IOR` to increase or decrease intensity of the specular layer.
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0.5 means no adjustment, 0 removes all reflections, 1 doubles them at normal incidence.
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This input is designed for conveniently texturing the IOR and amount of specular
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@ -226,7 +229,7 @@ Anisotropic Rotation :guilabel:`Cycles Only`
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Anisotropic rotation from 0.0 to 1.0
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Tangent
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Controls the tangent for the *Anisotropic* layer.
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Controls the tangent direction for anisotropy.
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Transmission
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@ -267,7 +270,7 @@ Roughness
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Roughness from 0.0 to 1.0
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IOR
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Index of refraction of the coat layer. Affects its reflectivity as well as the falloff of coat tinting.
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Index of refraction (:term:`IOR`) of the coat layer. Affects its reflectivity as well as the falloff of coat tinting.
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.. figure:: /images/render_shader-nodes_shader_principled-coat-ior.webp
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:align: center
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@ -334,9 +337,10 @@ Color
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Emission color variations
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Strength
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Strength of the emitted light. A value of 1.0 will ensure that the object
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Strength of the emitted light. A value of 1.0 ensures that the object
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in the image has the exact same color as the *Emission Color*, i.e. make it 'shadeless'.
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.. figure:: /images/render_shader-nodes_shader_principled-emission-strength.webp
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:align: center
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