Shader: Add Metallic BSDF Node #105008
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manual/images/node-types_ShaderNodeBsdfMetallic.webp
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manual/images/render_shader-nodes_shader_metallic_f82-Al.webp
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manual/images/render_shader-nodes_shader_metallic_f82-Au.webp
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manual/images/render_shader-nodes_shader_metallic_f82-Cu.webp
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manual/images/render_shader-nodes_shader_metallic_f82-Ti.webp
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manual/images/render_shader-nodes_shader_metallic_physical-Al.webp
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manual/images/render_shader-nodes_shader_metallic_physical-Au.webp
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manual/images/render_shader-nodes_shader_metallic_physical-Cu.webp
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manual/images/render_shader-nodes_shader_metallic_physical-Ti.webp
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hair.rst
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hair.rst
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holdout.rst
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holdout.rst
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mix.rst
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mix.rst
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metallic.rst
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principled.rst
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principled.rst
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hair_principled.rst
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hair_principled.rst
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volume_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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F82 Tint
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Alaska marked this conversation as resolved
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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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--------
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Base Color
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Color of the material when viewed straight on.
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Edge Tint
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Color of the material when viewed at a 82° angle.
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Alaska marked this conversation as resolved
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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Physical Conductor
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------------------
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Alaska marked this conversation as resolved
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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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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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Anisotropy :guilabel:`Cycles Only`
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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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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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Rotation :guilabel:`Cycles Only`
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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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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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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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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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Alaska marked this conversation as resolved
Weizhen Huang
commented
This is called Fresnel Type in the UI This is called Fresnel Type in the UI
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:GGX:
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Alaska marked this conversation as resolved
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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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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Alaska marked this conversation as resolved
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 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 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 <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 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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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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=======
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BSDF
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Standard shader output.
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Examples
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========
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F82 Tint
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--------
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.. list-table::
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:widths: 12 22 22 22 22
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Alaska marked this conversation as resolved
Weizhen Huang
commented
The tables are missing metal names. I do think it's worth mentioning that the default values correspond to a certain material. The tables are missing metal names. I do think it's worth mentioning that the default values correspond to a certain material.
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* -
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- .. figure:: /images/render_shader-nodes_shader_metallic_f82-Ti.webp
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- .. figure:: /images/render_shader-nodes_shader_metallic_f82-Al.webp
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- .. figure:: /images/render_shader-nodes_shader_metallic_f82-Cu.webp
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- .. figure:: /images/render_shader-nodes_shader_metallic_f82-Au.webp
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* - Material
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- Titanium (Default)
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- Aluminum
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- Copper
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- Gold
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* - Base Color
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- 0.617, 0.576, 0.540
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- 0.911, 0.912, 0.917
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- 0.972, 0.694, 0.486
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- 1.000, 0.735, 0.353
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* - Edge Tint
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- 0.695, 0.726, 0.770
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- 0.848, 0.877, 0.916
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- 0.961, 0.969, 0.942
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- 0.993, 1.000, 1.000
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Physical Conductor
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------------------
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.. list-table::
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:widths: 12 22 22 22 22
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* -
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- .. figure:: /images/render_shader-nodes_shader_metallic_physical-Ti.webp
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- .. figure:: /images/render_shader-nodes_shader_metallic_physical-Al.webp
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- .. figure:: /images/render_shader-nodes_shader_metallic_physical-Cu.webp
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- .. figure:: /images/render_shader-nodes_shader_metallic_physical-Au.webp
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* - Material
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- Titanium (Default)
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- Aluminum
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- Copper
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- Gold
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* - IOR
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- 2.757, 2.512, 2.231
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- 1.333, 0.945, 0.582
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- 0.235, 0.729, 1.369
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- 0.000, 0.470, 1.439
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* - Extinction
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- 3.867, 3.404, 3.009
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- 7.434, 6.340, 5.181
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- 5.666, 2.562, 2.227
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- 182.6, 2.189, 1.660
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There is a
WARNING: Title overline too short.
I believe these ***** should be as long as the title itself.