BSDF

英国自卫队

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BSDF

英国自卫队

BSDF layers can be used to create the diffuse shading of surfaces (left) or for the simulation of reflections (center). If set to Anisotropic, the reflection will also distort the reflection in one direction, as is the case with brushed metal, for example (right). BSDF 层可用于创建表面的漫反射阴影(左)或模拟反射(中)。如果设置为各向异性,反射也会在一个方向上扭曲反射,例如拉丝金属(右)

This Node is automatically included when a Node Material is created and it defines the reflective properties of a surface. By default the BSDF will compute indirect illumination in the form of diffuse reflections. While very realistic, this effect can often be too expensive to compute within a reasonable time frame, especially for interior scenes. To remedy this, you can enable the "Use Color Channel for Node Material” option: Then the BSDF will be setup to work with the Global Illumination effect in the Render Settings.

当创建节点材质并定义表面的反射属性时,将自动包含此节点。默认情况下,BSDF 将以漫反射的形式计算间接照明。虽然非常现实,这种效果往往过于昂贵计算在一个合理的时间框架,特别是对于室内场景。为了解决这个问题,你可以启用“使用节点材质的颜色通道”选项: 然后 BSDF 将被设置为在渲染设置中使用全局光源效果。