99 lines
2.9 KiB
ReStructuredText
99 lines
2.9 KiB
ReStructuredText
.. _bpy.types.ShaderNodeBsdfAnisotropic:
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***********
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Glossy BSDF
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***********
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.. figure:: /images/node-types_ShaderNodeBsdfAnisotropic.webp
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:align: right
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:alt: Glossy BSDF node.
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The *Glossy* :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
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node is used to add reflection with microfacet distribution, used for materials such as metal or mirrors.
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Inputs
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======
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Color
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Color of the surface, or physically speaking, the probability that light is reflected for each wavelength.
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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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Controls the amount the reflection stretches the reflection along the surface of the material.
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A value of 0.0 results in no anisotropic reflections.
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Higher values give elongated highlights orthogonal to the tangent direction;
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negative values give highlights shaped along the tangent direction.
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This is a phenomenon know as "Anisotropic Reflections" which is often seen in metallic materials.
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Rotation
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Rotation of the anisotropic tangent direction.
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Value 0.0 equals 0° rotation, 0.25 equals 90° and 1.0 equals 360° = 0°.
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This can be used to texture the tangent direction.
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.. list-table::
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* - .. figure:: /images/render_shader-nodes_shader_anisotropic_rot0.jpg
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Anisotropic rotation on 0.
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- .. figure:: /images/render_shader-nodes_shader_anisotropic_rot025.jpg
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Anisotropic rotation on 0.25 (90°).
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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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:GGX: 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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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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.. list-table::
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:widths: auto
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* - .. figure:: /images/render_shader-nodes_shader_glossy_example.jpg
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Sharp Glossy example.
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- .. figure:: /images/render_shader-nodes_shader_glossy_behavior-sharp.svg
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:width: 308px
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Sharp Glossy behavior.
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* - .. figure:: /images/render_shader-nodes_shader_glossy_rough.jpg
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Rough Glossy example.
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- .. figure:: /images/render_shader-nodes_shader_glossy_behavior.svg
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:width: 308px
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Rough Glossy behavior.
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.. figure:: /images/render_shader-nodes_shader_anisotropic_example.jpg
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Anisotropic shading with 0° rotation, 90° rotation and textured rotation of the tangent direction.
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`Example blend-file <https://archive.blender.org/wiki/uploads/b/b7/Blender2.65_cycles_anisotropic.blend>`__.
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