BlueRoseNote/06-DCC/Blender/Blender材质节点笔记.md
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---
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。
- RGBRGB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。
- NormalLocalNormal
- 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