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.. _bpy.types.ShaderNodeBsdfMetallic:
*************
Metallic BSDF
*************
.. figure:: /images/node-types_ShaderNodeBsdfMetallic.webp
:align: right
:alt: Metallic BSDF node.
The *Metallic* :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
node is used to recreate the appearance of metals.
Inputs
======
F82 Tint
--------
Base Color
Color of the material when viewed straight on.
Edge Tint
Color of the material when viewed at a 82° angle.
Physical Conductor
------------------
IOR
Refractive index per color channel. This is the real part of a complex refractive index,
scientifically denoted as n.
Extinction
Extinction coefficients per color channel. This is the imaginary part of a
complex refractive index, scientifically denoted as k.
Common
------
Roughness
Sharpness of the reflection; perfectly sharp at 0.0 and smoother with higher values.
Anisotropy :guilabel:`Cycles Only`
Amount of anisotropy. Higher values give elongated highlights along the tangent direction;
negative values give highlights shaped perpendicular to the tangent direction.
Rotation :guilabel:`Cycles Only`
Rotates the direction of anisotropy, with 1.0 going full circle.
Compared to the *Glossy BSDF* node, the direction of highlight elongation
is rotated by 90°. Add 0.25 to the value to correct.
Normal
Normal used for shading; if nothing is connected the default shading normal is used.
Tangent
Tangent used for shading; if nothing is connected the default shading tangent is used.
Properties
==========
Distribution
Microfacet distribution to use.
:GGX:
GGX microfacet distribution.
:Multiscatter GGX:
Takes multiple scattering events between microfacets into account.
This gives more energy conserving results, which would otherwise be visible as excessive darkening.
:Beckmann: :guilabel:`Cycles Only`
Beckmann microfacet distribution.
Fresnel Type
Models for describing the metal's appearance, by specifying the apparent color or the physical IOR.
:F82 Tint:
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>`__
for the metallic fresnel. This allows for artist friendly control of the color near the edge of the
material to simulate a complex IOR.
:Physical Conductor:
Accepts Complex IOR measurements from real world metals to replicate a more accurate rendering
of metals than the *F82 Tint* Fresnel type.
Complex IOR values can be found from sources like the
`Physically Based database for CG artists <https://physicallybased.info/>`__
and `Refractive Index nk database <https://refractiveindex.info/>`__.
Outputs
=======
BSDF
Standard shader output.
Examples
========
F82 Tint
--------
.. list-table::
:widths: 12 22 22 22 22
* -
- .. figure:: /images/render_shader-nodes_shader_metallic_f82-Ti.webp
- .. figure:: /images/render_shader-nodes_shader_metallic_f82-Al.webp
- .. figure:: /images/render_shader-nodes_shader_metallic_f82-Cu.webp
- .. figure:: /images/render_shader-nodes_shader_metallic_f82-Au.webp
* - Material
- Titanium (Default)
- Aluminum
- Copper
- Gold
* - Base Color
- 0.617, 0.576, 0.540
- 0.911, 0.912, 0.917
- 0.972, 0.694, 0.486
- 1.000, 0.735, 0.353
* - Edge Tint
- 0.695, 0.726, 0.770
- 0.848, 0.877, 0.916
- 0.961, 0.969, 0.942
- 0.993, 1.000, 1.000
Physical Conductor
------------------
.. list-table::
:widths: 12 22 22 22 22
* -
- .. figure:: /images/render_shader-nodes_shader_metallic_physical-Ti.webp
- .. figure:: /images/render_shader-nodes_shader_metallic_physical-Al.webp
- .. figure:: /images/render_shader-nodes_shader_metallic_physical-Cu.webp
- .. figure:: /images/render_shader-nodes_shader_metallic_physical-Au.webp
* - Material
- Titanium (Default)
- Aluminum
- Copper
- Gold
* - IOR
- 2.757, 2.512, 2.231
- 1.333, 0.945, 0.582
- 0.235, 0.729, 1.369
- 0.000, 0.470, 1.439
* - Extinction
- 3.867, 3.404, 3.009
- 7.434, 6.340, 5.181
- 5.666, 2.562, 2.227
- 182.6, 2.189, 1.660
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