Shaders: Upgrade description of Principled BSDF parameters #104730

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Aaron Carlisle merged 1 commits from Bartosz-Kosiorek/blender-manual:desc into main 2024-03-11 04:01:13 +01:00

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