Shader: Add Metallic BSDF Node #105008

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Aaron Carlisle merged 10 commits from Alaska/blender-manual:metallic-bsdf into blender-v4.3-release 2024-11-12 19:11:59 +01:00
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@ -76,16 +76,15 @@ Fresnel Type
Models for describing the metal's appearance, by specifying the apparent color or the physical IOR.
:F82 Tint:
Uses the Adobe F82-Tint formula for the metallic fresnel.
This allows for artist friendly control of the color near the edge of the material
to simulate a complex IOR.
Uses the `Adobe F82-Tint formula <https://helpx.adobe.com/content/dam/substance-3d/general-knowledge/asm/Adobe%20Standard%20Material%20-%20Technical%20Documentation%20-%20May2023.pdf>`__
for the metallic fresnel. This allows for artist friendly control of the color near the edge of the
material to simulate a complex IOR.
:Physical Conductor:
Accepts :abbr:`IOR (Index of Refraction)` and Extinction coefficients, measurements from real world
metals to replicate a more accurate rendering of metals than the *F82 Tint* Fresnel type.
Accepts Complex IOR measurements from real world metals to replicate a more accurate rendering
of metals than the *F82 Tint* Fresnel type.
:abbr:`IOR (Index of Refraction)` and Extinction coefficients, otherwise known as n, k,
commonly referred to as a complex :abbr:`IOR (Index of Refraction)`, can be found
from source like the `Physically Based database for CG artists <https://physicallybased.info/>`__
Complex IOR values can be found from sources like the
`Physically Based database for CG artists <https://physicallybased.info/>`__
and `Refractive Index nk database <https://refractiveindex.info/>`__.
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