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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@ -15,19 +15,28 @@ node is used to recreate the appearance of metals.
Inputs
======
Base Color :guilabel:`F82 Tint Only`
F82 Tint
--------
Base Color
Color of the material when viewed straight on.
Edge Tint :guilabel:`F82 Tint Only`
Edge Tint
Color of the material when viewed at a 82° angle.
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Review

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.

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.
IOR :guilabel:`Physical Conductor Only`
The Index of Refraction (sometimes denoted by n) per color channel. Combined with *Extinction*, this controls the base
and edge color of the metallic material.
Physical Conductor
------------------
Extinction :guilabel:`Physical Conductor Only`
The Extinction Coefficient (sometimes denoted by k) per color channel. Combined with *IOR*, this controls the base
and edge color of the metallic material.
IOR
Refractive index per color channel. This is the real part of a complex refractive index,
scientifically denoted as n.
Extinction
Extinction coefficients per color channel. This is the imaginary part of a
complex refractive index, scientifically denoted as k.
Common
------
Roughness
Sharpness of the reflection; perfectly sharp at 0.0 and smoother with higher values.