Shader: Add Metallic BSDF Node #105008
@ -76,16 +76,15 @@ Fresnel Type
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Models for describing the metal's appearance, by specifying the apparent color or the physical IOR.
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:F82 Tint:
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Uses the Adobe F82-Tint formula for the metallic fresnel.
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This allows for artist friendly control of the color near the edge of the material
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to simulate a complex IOR.
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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>`__
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for the metallic fresnel. This allows for artist friendly control of the color near the edge of the
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material to simulate a complex IOR.
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:Physical Conductor:
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Accepts :abbr:`IOR (Index of Refraction)` and Extinction coefficients, measurements from real world
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metals to replicate a more accurate rendering of metals than the *F82 Tint* Fresnel type.
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Accepts Complex IOR measurements from real world metals to replicate a more accurate rendering
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of metals than the *F82 Tint* Fresnel type.
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:abbr:`IOR (Index of Refraction)` and Extinction coefficients, otherwise known as n, k,
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commonly referred to as a complex :abbr:`IOR (Index of Refraction)`, can be found
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from source like the `Physically Based database for CG artists <https://physicallybased.info/>`__
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Complex IOR values can be found from sources like the
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`Physically Based database for CG artists <https://physicallybased.info/>`__
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and `Refractive Index nk database <https://refractiveindex.info/>`__.
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Outputs
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