--- title: Blender材质节点笔记 date: 2022-08-12 16:55:20 tags: Blender rating: ⭐️ --- # Blender材质节点笔记 [Blender Shader文档](https://docs.blender.org/manual/en/latest/render/shader_nodes/index.html) 节点的GLSL源码位于:`source\blender\gpu\shaders\material` ## InputNode - 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。 - UVMap :比较适合于多UVMap的模型。 - Value:一个float数值。 - Wirframe:网格渲染模式。 - AmbientOcciusion:产生AO效果,EEVEE需要开启AO选项后才有效果。 - CameraData:获取相机数据。 - ViewZDepth:线性渐变,越近越黑。 - ViewDistance:径向渐变。 - Fresnel:菲尼尔效果。 - Geometry:模型多边形数据。 - Position:像素世界坐标。 - Normal:世界法线。 - TrueNormal:世界面法线。 - HairInfo:毛发信息。 - ObjectInfo:物体信息。 - Location:物体世界坐标。 - Color:物体颜色? - ObjectIndex:物体 Relations-PassIndex。 - MaterialIndex:材质 Settings-PassIndex。 - Random:随机值。 - ParticleInfo:粒子信息。 - RGB:RGB颜色。 - 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。 - Radial - UVMap - TextureCoordinate: - Generated:当模型没有UV时,基于物体形状快速生成。 - Normal:LocalNormal - Object:可以指定一个坐标并且进行旋转缩放来进行映射。 - Window:观察坐标UV投射。 - Reflection:模拟折射效果的投射坐标? ## Output - MaterialOuput:输出材质结果。 - AOVOutput:输出用于合成的多通道结果。 ## Shader - [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。 - [Anisotropic BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/anisotropic.html) - [Background](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/background.html) - [Diffuse BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/diffuse.html) - [Emission](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/emission.html) - [Glass BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/glass.html):模拟玻璃用的BSDF。 - [Glossy BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/glossy.html) - [Hair BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/hair.html) - [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。 - [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。 - [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。 - [Principled Hair BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/hair_principled.html):和Hair BSDF差不多。 - [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。 - [Refraction BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/refraction.html) - [Specular BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/specular_bsdf.html) - [Subsurface Scattering](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/sss.html):模拟次表面散射的BSSDF - [Toon BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/toon.html) - [Translucent BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/translucent.html) - [Transparent BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/transparent.html) - [Velvet BSDF](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/velvet.html):丝绸类表面物体的BSDF。 - [Volume Absorption](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/volume_absorption.html):体积吸收Shader。 - [Volume Scatter](https://docs.blender.org/manual/en/latest/render/shader_nodes/shader/volume_scatter.html):体积散射Shader。 ## Texture - [Brick Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/brick.html):砖墙程序贴图节点。 - [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。 - [Environment Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/environment.html):HDRI节点。 - [Gradient Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/gradient.html):渐变贴图节点。 - [IES Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/ies.html):IES节点。 - [Image Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/image.html):图片贴图节点。 - [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。 - [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。 - [Noise Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/noise.html):Perlin澡波节点。 - [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。 - [Sky Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/sky.html):天光Texture节点。 - [Voronoi Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/voronoi.html):Voronoi澡波节点。 - [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。 - [White Noise Texture Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/textures/white_noise.html) ## Color - [Bright/Contrast Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/color/bright_contrast.html):调整亮度。 - [Gamma Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/color/gamma.html):调整Gamma。 - [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。 - [Invert Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/color/invert.html):颜色反转。 - [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)。 - [Mix Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/color/mix.html):混合颜色与贴图节点。 - [RGB Curves Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/color/rgb_curves.html):颜色曲线节点。 ## Vector - [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。 - [Displacement Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/displacement.html):置换节点。 - [Mapping Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/mapping.html):映射节点。 - [Normal Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/normal.html) - [Normal Map Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/normal_map.html) - [Vector Curves Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/curves.html):矢量曲线节点。 - [Vector Displacement Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/vector_displacement.html) - [Vector Rotate Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/vector_rotate.html) - [Vector Transform Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/vector/transform.html) ## Converter - [Blackbody Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/blackbody.html):黑体温度节点。 - [Clamp Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/clamp.html) - [Color Ramp Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/color_ramp.html):渐变节点。 - [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)。 - [Float Curve](https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/float_curve.html) - [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。 - [Math Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/math.html) - [RGB to BW Node](https://docs.blender.org/manual/en/latest/render/shader_nodes/converter/rgb_to_bw.html) - [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。 - [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。 - [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。 ## Group - Ctrl+G:打组 - N:重命名 - Tab:退出 - Shift+A:新建组 - Ctrl+J:背框节点 ## 快捷操作 - Ctrl+右键划过:切断材质连线。 - Shift+右键划过:添加转折点。 ## OpenShaderingLanguage