133 lines
10 KiB
Markdown
133 lines
10 KiB
Markdown
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---
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title: Blender材质节点笔记
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date: 2022-08-12 16:55:20
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tags: Blender
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rating: ⭐️
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---
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# Blender材质节点笔记
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[Blender Shader文档](https://docs.blender.org/manual/en/latest/render/shader_nodes/index.html)
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节点的GLSL源码位于:`source\blender\gpu\shaders\material`
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## InputNode
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- Attribute:一个测试节点,允许你输入各种类型的数据。就是通过字符串来获取对应的数据。
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- UVMap :比较适合于多UVMap的模型。
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- Value:一个float数值。
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- Wirframe:网格渲染模式。
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- AmbientOcciusion:产生AO效果,EEVEE需要开启AO选项后才有效果。
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- CameraData:获取相机数据。
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- ViewZDepth:线性渐变,越近越黑。
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- ViewDistance:径向渐变。
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- Fresnel:菲尼尔效果。
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- Geometry:模型多边形数据。
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- Position:像素世界坐标。
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- Normal:世界法线。
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- TrueNormal:世界面法线。
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- HairInfo:毛发信息。
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- ObjectInfo:物体信息。
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- Location:物体世界坐标。
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- Color:物体颜色?
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- ObjectIndex:物体 Relations-PassIndex。
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- MaterialIndex:材质 Settings-PassIndex。
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- Random:随机值。
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- ParticleInfo:粒子信息。
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- RGB:RGB颜色。
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- Tangent:生成模型的切线法线。适合用于各向异性BSDF。 可选多种生成方式与投射方向。
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- Radial
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- UVMap
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- TextureCoordinate:
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- Generated:当模型没有UV时,基于物体形状快速生成。
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- Normal:LocalNormal
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- Object:可以指定一个坐标并且进行旋转缩放来进行映射。
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- Window:观察坐标UV投射。
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- Reflection:模拟折射效果的投射坐标?
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## Output
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- MaterialOuput:输出材质结果。
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- AOVOutput:输出用于合成的多通道结果。
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## Shader
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- [Add Shader](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/add.html):将2个Shader类型节点结果相加。比如DiffuseBSDF+GlossyBSDF。
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- [Anisotropic BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/anisotropic.html)
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- [Background](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/background.html)
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- [Diffuse BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/diffuse.html)
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- [Emission](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/emission.html)
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- [Glass BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/glass.html):模拟玻璃用的BSDF。
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- [Glossy BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/glossy.html)
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- [Hair BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/hair.html)
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- [Holdout](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/holdout.html):合成用节点,让指定区域不渲染。
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- [Mix Shader](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/mix.html):将2个Shader类型节点结果相乘。
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- [Principled BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/principled.html):多个层组合成一个易于使用的节点的Principled BSDF ,它基于迪士尼模型。
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- [Principled Hair BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/hair_principled.html):和Hair BSDF差不多。
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- [Principled Volume](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/volume_principled.html):可以给模型或者烟雾材质,以渲染体积效果。
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- [Refraction BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/refraction.html)
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- [Specular BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/specular_bsdf.html)
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- [Subsurface Scattering](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/sss.html):模拟次表面散射的BSSDF
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- [Toon BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/toon.html)
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- [Translucent BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/translucent.html)
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- [Transparent BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/transparent.html)
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- [Velvet BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/velvet.html):丝绸类表面物体的BSDF。
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- [Volume Absorption](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/volume_absorption.html):体积吸收Shader。
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- [Volume Scatter](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/volume_scatter.html):体积散射Shader。
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## Texture
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- [Brick Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/brick.html):砖墙程序贴图节点。
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- [Checker Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/checker.html):棋盘格程序贴图节点。
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- [Environment Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/environment.html):HDRI节点。
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- [Gradient Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/gradient.html):渐变贴图节点。
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- [IES Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/ies.html):IES节点。
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- [Image Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/image.html):图片贴图节点。
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- [Magic Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/magic.html):魔幻贴图节点,可以用来制作一些油膜干涉效果。
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- [Musgrave Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/musgrave.html):马氏分形节点,可以拿来制作一些地形以及黏土表面效果。
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- [Noise Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/noise.html):Perlin澡波节点。
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- [Point Density Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/point_density.html):获取粒子密度数据节点。
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- [Sky Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/sky.html):天光Texture节点。
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- [Voronoi Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/voronoi.html):Voronoi澡波节点。
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- [Wave Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/wave.html):用于添加环带状失真效果,(摩尔纹子类的)或者等高线效果。
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- [White Noise Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/white_noise.html)
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## Color
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- [Bright/Contrast Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/color/bright_contrast.html):调整亮度。
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- [Gamma Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/color/gamma.html):调整Gamma。
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- [Hue Saturation Value Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/color/hue_saturation.html):调整色相饱和度。
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- [Invert Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/color/invert.html):颜色反转。
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- [Light Falloff Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/color/light_falloff.html):灯光衰减效果节点,需要用灯光一起使用,来获取到灯光衰减数据(一个渐变贴图)。
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- [Mix Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/color/mix.html):混合颜色与贴图节点。
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- [RGB Curves Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/color/rgb_curves.html):颜色曲线节点。
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## Vector
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- [Bump Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/bump.html):凹凸节点,基于Height计算出法线。
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- [Displacement Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/displacement.html):置换节点。
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- [Mapping Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/mapping.html):映射节点。
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- [Normal Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/normal.html)
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- [Normal Map Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/normal_map.html)
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- [Vector Curves Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/curves.html):矢量曲线节点。
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- [Vector Displacement Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/vector_displacement.html)
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- [Vector Rotate Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/vector_rotate.html)
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- [Vector Transform Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/transform.html)
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## Converter
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- [Blackbody Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/blackbody.html):黑体温度节点。
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- [Clamp Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/clamp.html)
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- [Color Ramp Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/color_ramp.html):渐变节点。
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- [Combine/Separate Nodes](https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/combine_separate.html):矢量通道合并/分离节点(Vector、RGB、HSV)。
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- [Float Curve](https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/float_curve.html)
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- [Map Range Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/map_range.html):范围重新映射节点。
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- [Math Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/math.html)
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- [RGB to BW Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/rgb_to_bw.html)
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- [Shader To RGB](https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/shader_to_rgb.html):EEVEE独有,使用Shader计算出颜色数据。
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- [Vector Math Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/vector_math.html):各种常用数学计算系列节点。
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- [Wavelength Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/wavelength.html):可以根据波长转换成不同的颜色。
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## Group
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- Ctrl+G:打组
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- N:重命名
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- Tab:退出
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- Shift+A:新建组
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- Ctrl+J:背框节点
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## 快捷操作
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- Ctrl+右键划过:切断材质连线。
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- Shift+右键划过:添加转折点。
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## OpenShaderingLanguage
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