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Inputs

投入

BSDF Type

BSDF 类型

Comparable with the modes of the Reflectance channel in a physical material, you can define a diffuse, shiny or anisotropic distorted reflection. Since multiple BSDF Nodes can be layered within a given material, a physical material setup with a diffuse BSDF layer as a basis, followed, for example, by a reflective Beckmann BSDF layer can be created:

与物理材质中的反射通道模式相比,你可以定义一个漫反射、光亮或各向异性的扭曲反射。由于多个 BSDF 节点可以分层在一个给定的材质,一个物理材质设置与漫反射 BSDF 层作为基础,其次,例如,一个反射贝克曼 BSDF 层可以创建:

The Diffuse BSDF calculates a maximum rough reflection that includes all brightness in the surrounding environment and is used for the shading on the surface. These extremely dispersed reflections are multiplied with the Color value and produce the shaded surface. Since these not only react to light sources but also to indirect illumination from within the scene, no additional Global Illumination calculation is required to simulate natural lighting effects. The Diffuse BSDF Type therefore creates the basis for a shaded surface and displays the color.

漫反射 BSDF 计算最大的粗糙反射,包括周围环境的所有亮度,用于表面的阴影。这些极为分散的反射是乘以颜色值,并产生阴影表面。由于这些光源不仅对光源有反应,而且对场景中的间接照明也有反应,因此模拟自然光效果不需要额外的全局光源计算。漫反射 BSDF 类型因此创建了一个阴影表面的基础,并显示颜色。

Color

颜色

Here you can define the diffuse surface color or the coloring of the reflections on a surface. Note that dark colors will reduce the intensity of the reflections correspondingly.

在这里,您可以定义漫反射表面颜色或着色的反射表面。请注意,深色相应地会降低反射的强度。

Intensity[0..+∞00%]

强度[0. . + ∞00% ]

This is a multiplier for the brightness of the BSDF layer. Values in excess of 100% can possibly make the surface appear brighter than it normally would and prevents the material from applying proper rules of energy conservation. Physically correct, therefore, is only the use of an Intensity value higher than 0% and lower or equal 100%. Values of less than 100% will darken the surface further, e.g., to simulate a dirty surface.

这是一个 BSDF 层亮度的倍增器。超过100% 的值可能会使表面看起来比正常情况下更亮,并阻止材质应用适当的能量守恒规则。物理上正确,因此,只是使用强度值高于0% 和低于或等于100% 。小于100% 的值会使表面进一步变暗,例如,模拟一个肮脏的表面。

Roughness[0..100%]

粗糙度[0. . 100% ]

Use this setting to control. how much the microfacet normals will differ from the smoothed surface geometry. A Roughness of 0% represents a perfectly smooth surface as you might have on a real-world mirror or freshly chromed surface. Higher values will lead to a dispersion of reflection rays and therewith to an increasing blurring of the reflection. If the BSDF Type is set to Diffuse, a maximum roughness will automatically be used, even if Roughness is set to 0%. The dispersion can, however, also be affected in Diffuse by increasing the Roughness value, which will simulate a diffuse Oren-Nayer shading. A Roughness value of 0% if BSDF Type is set to Diffuse will then correspond to a Lambert (Diffuse) mode, whereas a Roughness value in excess of 0% will calculate a correspondingly larger Oren-Nayer shading, as is also possible using the Reflectance setting in a physical material.

使用此设置来控制。微小面法线与光滑表面的几何形状有多大差异。一个0% 的粗糙度表示一个完全光滑的表面,因为你可能有一个真实世界的镜子或新近镀铬的表面。较高的值会导致反射光的散射,从而使反射越来越模糊。如果 BSDF 类型设置为漫反射,即使粗糙度设置为0% ,也会自动使用最大粗糙度。然而,漫反射中的色散也会受到增加粗糙度值的影响,这将模拟漫反射的奥伦-奈耶尔阴影。如果将 BSDF 类型设置为漫反射,则粗糙度值为0% ,则相当于 Lambert (漫反射)模式,而如果粗糙度值超过0% ,则相应地计算出更大的 Oren-Nayer 阴影,因为也可以使用物理材质中的反射设置。

Anisotropy[0..100%]

各向异性[0. . 100% ]

This setting is only available if BSDF Type is set to Anisotropic. It defines the strength of the distortion in the reflection. The direction of the distortion can be defined using the separate Direction setting.

此设置仅在 BSDF Type 设置为“各向异性”时可用。它定义了反射中失真的强度。畸变的方向可以通过单独的方向设置来确定。

Orientation[-5729577951308232523776..5729577951308232523776°]

定向[-5729577951308232523776.5729577951308232523776 ° ]

This setting is only available if BSDF Type is set to Anisotropic. It defines the direction in which the simulated scratches run on the surface. The distortion of the specular lights or reflections will automatically follow the direction of these scratches.

此设置仅在 BSDF Type 设置为“各向异性”时可用。它定义了模拟的划痕在表面上运行的方向。镜面光或反射的失真将自动跟随这些划痕的方向。

Sampling Subdivision[0..16]

抽样细分[0. . 16]

This setting defines the number of reflection rays that are used for the BSDF layer’s roughness. However, this value will only be evaluated if the Standard Renderer is used. The Physical Renderer’s. blurry reflectivity has its own setting Blurriness Subdivision (Max).

此设置定义了用于表示 BSDF 层粗糙度的反射射线的数量。但是,只有在使用标准渲染器时才会计算这个值。物理渲染器。模糊反射率有自己的设置模糊细分(最大)。

Normal

正常

Here you can, for example, link a Normal map or bump map to affect the surface’s shading.

在这里,您可以,例如,链接法线贴图或凹凸贴图,以影响表面的阴影。

Normal Strength[0..100%]

正常强度[0. . 100% ]

This setting can be used to define the intensity with which the reflection and shading calculation will be affected by the input Normals.

此设置可用于定义反射和阴影计算将受到输入法线影响的强度。

Fresnel
Presets
Presets

预置

The Fresnel effect defines the intensity of the reflection depending on the angle of view onto the surface. Two default groups are available for Conductor and Dielectric materials. Conducting materials are, as a rule, metals such as gold, silver or aluminum and can be selected directly from the Presets menu. Dielectric materials on the other hand are partially opaque, e.g., glass or water.

菲涅耳效果定义了反射的强度,这取决于对表面的视角。两个默认组可用于导体和介质材质。导电材质,作为一个规则,金属,银或铝,可以直接从预设菜单选择。另一方面,电介质材质部分是不透明的,例如玻璃或水。

Fresnel Strength[0..100%]

菲涅耳强度[0. . 100% ]

As a rule, the Fresnel effect reduces the intensity of the reflection at locations at which the surface is viewed perpendicularly. Reducing the Fresnel Strength can make the intensity of the reflection more homogenous and the Fresnel effect can be blended freely. However, you should be aware of the fact that this deviates from the physically correct behavior, at least if you’ve already selected the material you want to display via the Fresnel and Presets menu.

作为一个规则,菲涅耳效果降低了反射的强度,在那些地方的表面被视为垂直。降低菲涅耳强度可以使反射光的强度更加均匀,菲涅耳效果可以自由调和。然而,你应该意识到这个事实,这偏离了物理上正确的行为,至少如果你已经选择了你想要显示的材质通过菲涅耳和预设菜单。

Conductor IOR[XYZ ]

导体返回室〔 XYZ 〕

These are the refraction values for red, green and blue if Fresnel is set to Conductor. The coloring of the surface and its reflection is defined depending on the angle from which it is viewed.

如果将 Fresnel 设置为 Conductor,这些是红、绿、蓝的折射值。表面的着色及其反射是根据观察它的角度来定义的。

Conductor Absorption[XYZ ]

导体吸收器[ XYZ ]

If Fresnel is set to Conductor, this setting can be used to affect the intensity of the reflection separately from the three color portions of the reflected light.

如果菲涅耳被设置为导体,这个设置可以用来影响反射光的强度,分别来自反射光的三个颜色部分。

Dielectric IOR[1..5]

绝缘返回抑制[1. . 5]

Defines the index of refraction if Fresnel is set to Dielectric. Larger values will produce correspondingly more reflection.

如果菲涅耳设置为介质,则定义折射率,较大的值相应地会产生更多的反射。

Opaque

不透明

A dielectric BSDF with appropriate Fresnel settings will by default transfer some light to the underlying BSDF layers (if any) and therefore appear semi-transparent. To avoid this, enable the Opaque switch.

具有适当菲涅耳设置的介质 BSDF 在缺省情况下将一些光线传输到底层 BSDF 层(如果有的话) ,因此看起来是半透明的。要避免这种情况,请启用 Opaque 开关。