Shader: Add Metallic BSDF Node #105008
@ -15,19 +15,28 @@ node is used to recreate the appearance of metals.
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Inputs
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Inputs
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Base Color :guilabel:`F82 Tint Only`
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F82 Tint
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Base Color
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Color of the material when viewed straight on.
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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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Edge Tint
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Color of the material when viewed at a 82° angle.
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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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Physical Conductor
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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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and edge color of the metallic material.
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Extinction :guilabel:`Physical Conductor Only`
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IOR
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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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Refractive index per color channel. This is the real part of a complex refractive index,
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and edge color of the metallic material.
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scientifically denoted as n.
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Extinction
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Extinction coefficients per color channel. This is the imaginary part of a
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complex refractive index, scientifically denoted as k.
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Common
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Roughness
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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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Sharpness of the reflection; perfectly sharp at 0.0 and smoother with higher values.
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Block a user
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.