Shader: Add Metallic BSDF Node #105008
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manual/images/node-types_ShaderNodeBsdfMetallic.webp
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hair.rst
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holdout.rst
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mix.rst
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metallic.rst
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principled.rst
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hair_principled.rst
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volume_principled.rst
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manual/render/shader_nodes/shader/metallic.rst
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.. _bpy.types.ShaderNodeBsdfMetallic:
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***********
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Metallic BSDF
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***********
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.. figure:: /images/node-types_ShaderNodeBsdfMetallic.webp
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:align: right
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:alt: Metallic BSDF node.
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The *Metallic* :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
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node is used to recreate the appearance of metals.
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Inputs
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======
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Base Color :guilabel:`F82 Tint Only`
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Weizhen Huang
commented
Looking at Looking at `Inputs` in `hair_principled.rst`, I think it's preferable to have subsections like `Common`, `F82 Tint`, and `Physical Conductor`, instead of mixing all the inputs.
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Color of the material when viewed straight on.
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Edge Tint :guilabel:`F82 Tint Only`
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Color of the material when viewed at a 82° angle.
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IOR :guilabel:`Physical Conductor Only`
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The Index of Refraction (sometimes denoted by n) per color channel. Combined with *Extinction*, this controls the base
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Weizhen Huang
commented
You could say "Refractive index per color channel. This is the real part of a complex refractive index, scientifically denoted as n". 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.
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and edge color of the metallic material.
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Extinction :guilabel:`Physical Conductor Only`
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The Extinction Coefficient (sometimes denoted by k) per color channel. Combined with *IOR*, this controls the base
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Weizhen Huang
commented
Similar here, I would prefer "Extinction coefficients per color channel. This is the imaginary part of a complex refractive index, scientifically denoted as k". Similar here, I would prefer "Extinction coefficients per color channel. This is the imaginary part of a complex refractive index, scientifically denoted as k".
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and edge color of the metallic material.
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Roughness
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Sharpness of the reflection; perfectly sharp at 0.0 and smoother with higher values.
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Anisotropic :guilabel:`Cycles Only`
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Amount of anisotropy. Higher values give elongated highlights along the tangent direction;
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negative values give highlights shaped perpendicular to the tangent direction.
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Anisotropic Rotation :guilabel:`Cycles Only`
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Rotates the direction of anisotropy, with 1.0 going full circle.
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Compared to the *Glossy BSDF* node, the direction of highlight elongation
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is rotated by 90°. Add 0.25 to the value to correct.
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Weizhen Huang
commented
This is called Anisotropy in the UI This is called Anisotropy in the UI
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Normal
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Normal used for shading; if nothing is connected the default shading normal is used.
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Tangent
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Weizhen Huang
commented
This is called Rotation in the UI This is called Rotation in the UI
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Tangent used for shading; if nothing is connected the default shading tangent is used.
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Properties
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==========
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Distribution
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Microfacet distribution to use.
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:GGX:
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GGX microfacet distribution.
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:Multiscatter GGX:
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Takes multiple scattering events between microfacets into account.
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This gives more energy conserving results, which would otherwise be visible as excessive darkening.
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:Beckmann: :guilabel:`Cycles Only`
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Beckmann microfacet distribution.
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Fresnel Method
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Weizhen Huang
commented
This is called Fresnel Type in the UI This is called Fresnel Type in the UI
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Metallic Fresnel type to use.
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Weizhen Huang
commented
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. 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.
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:F82 Tint:
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Uses the Adobe F82-Tint formula for the metallic fresnel.
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Weizhen Huang
commented
Add a link to the F82-Tint model 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
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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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: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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: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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and `Refractive Index nk database <https://refractiveindex.info/>`__.
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Outputs
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=======
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BSDF
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Standard shader output.
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