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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======
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Base Color :guilabel:`F82 Tint Only`
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F82 Tint
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--------
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Base Color
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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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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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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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and edge color of the metallic material.
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Physical Conductor
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------------------
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Outdated
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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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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and edge color of the metallic material.
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IOR
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Refractive index per color channel. This is the real part of a complex refractive index,
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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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------
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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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Reference in New Issue
Block a user
Looking at
Inputs
inhair_principled.rst
, I think it's preferable to have subsections likeCommon
,F82 Tint
, andPhysical Conductor
, instead of mixing all the inputs.