Shader: Add Metallic BSDF Node #105008
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Reference: blender/blender-manual#105008
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Delete Branch "Alaska/blender-manual:metallic-bsdf"
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Ref blender/blender@6ccb33e9fe
I could provide a few images
k: [3.8671 3.4042 3.0094]
k: [7.4341 6.3403 5.1815]
k: [5.6662 2.562 2.2278]
k: [182.5932 2.1897 1.6603]
Edge Tint: [0.6952 0.7264 0.7701]
Edge Tint: [0.8484 0.8779 0.9169]
Edge Tint: [0.9613 0.9693 0.9424]
Edge Tint: [0.993 1.0 1.0]
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.. _bpy.types.ShaderNodeBsdfMetallic:
***********
There is a
WARNING: Title overline too short.
I believe these ***** should be as long as the title itself.@ -0,0 +15,4 @@
Inputs
======
Base Color :guilabel:`F82 Tint Only`
Looking at
Inputs
inhair_principled.rst
, I think it's preferable to have subsections likeCommon
,F82 Tint
, andPhysical Conductor
, instead of mixing all the inputs.@ -0,0 +22,4 @@
Color of the material when viewed at a 82° angle.
IOR :guilabel:`Physical Conductor Only`
The Index of Refraction (sometimes denoted by n) per color channel. Combined with *Extinction*, this controls the base
You could say "Refractive index per color channel. This is the real part of a complex refractive index, scientifically denoted as n".
Just saying Index of Refraction feels a bit messy when the IOR is complex. Also saying using base and edge color is just another model, mentioning it here sounds like the two models are connected, but they are not.
@ -0,0 +26,4 @@
and edge color of the metallic material.
Extinction :guilabel:`Physical Conductor Only`
The Extinction Coefficient (sometimes denoted by k) per color channel. Combined with *IOR*, this controls the base
Similar here, I would prefer "Extinction coefficients per color channel. This is the imaginary part of a complex refractive index, scientifically denoted as k".
@ -0,0 +63,4 @@
:Beckmann: :guilabel:`Cycles Only`
Beckmann microfacet distribution.
Fresnel Method
This is called Fresnel Type in the UI
@ -0,0 +64,4 @@
Beckmann microfacet distribution.
Fresnel Method
Metallic Fresnel type to use.
This description does not give more information than the title. We could say "Models for describing metal appearance, by specifying the apparent color or the physical IOR.
@ -0,0 +67,4 @@
Metallic Fresnel type to use.
:F82 Tint:
Uses the Adobe F82-Tint formula for the metallic fresnel.
Add a link to the F82-Tint model
https://helpx.adobe.com/content/dam/substance-3d/general-knowledge/asm/Adobe%20Standard%20Material%20-%20Technical%20Documentation%20-%20May2023.pdf
Thank you for the images.
I have included them on the manual page.
Also the n,k values for gold looked a little odd to me, so I used the values from https://physicallybased.info/
The values are from curve fitting, sRGB is not good at describing the reflectivity of gold, this is just the result with the minimal error. If you change the value the render also needs to be changed.
This is a comparison of gold using the value from physicallybased.info and my curve fitting
I can not really say which one looks more like gold, they are all approximations, it also depends on the lighting. I wanted to compare using a spectral renderer but haven't gotten around to it yet.
I also attached the scripts and the scene I used.
@ -0,0 +103,4 @@
.. list-table::
* -
The tables are missing metal names. I do think it's worth mentioning that the default values correspond to a certain material.
Otherwise looks good to me
@ -0,0 +41,4 @@
Roughness
Sharpness of the reflection; perfectly sharp at 0.0 and smoother with higher values.
Anisotropic :guilabel:`Cycles Only`
This is called Anisotropy in the UI
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Amount of anisotropy. Higher values give elongated highlights along the tangent direction;
negative values give highlights shaped perpendicular to the tangent direction.
Anisotropic Rotation :guilabel:`Cycles Only`
This is called Rotation in the UI
Thanks for all the input.
Thanks a lot! Looks good.