Đầu Ra Nguyên Vật Liệu [Material Output Node]

Đầu Ra Nguyên Vật Liệu.

The Material Output node is used to output surface material information to a surface object.

Đầu Vào (Inputs)

Bề Mặt (Surface)

Tô bóng cho bề mặt (surface) của đối tượng.

Âm Lượng/Thể Tích (Volume)

Tô bóng dành cho âm lượng/thể tích (volume) bên trong đối tượng.

Dời Hình (Displacement)

Used to create bump mapping or actual subdivided displacement.

Độ Dày [Thickness] EEVEE (EXTRA EASY VIRTUAL ENVIRONMENT ENGINE: CÔNG CỤ MÔI TRƯỜNG ẢO CỰC KỲ DỄ DÀNG)

Used to approximate the inner geometry structure of the object without heavy computation. This is currently used for Subsurface Scattering, Translucent BSDF, Refraction BSDF, and the nodes containing these effects.

If no value is plugged into the output node, a default thickness based on the smallest dimension of the object is used. If a value is connected it will be used as object space thickness (i.e. scaled by object transform). A value of zero will disable the thickness approximation and treat the object as having only one interface.

This output is only used by the EEVEE render engine.

Ghi chú

  • The thickness is used to skip the inner part of the object.

  • Refraction will not refract objects inside the thickness distance.

  • Ngả/Bóng Tối casting đối tượng sẽ không bóng tối ngả xuống nội trong the độ dày khoảng cách.

Mẹo

  • For large or compound meshes (e.g. vegetation), the thickness should be set to the thickness of individual parts (e.g. leaves, grass blades).

  • Thickness can be baked to textures or custom attributes for more accurate result.

Xem thêm

Thickness Mode -- controls how the thickness value is used.

Tính Chất (Properties)

Mục Tiêu (Target)

Render engine the input shaders are used for. By default shaders are shared between Cycles and EEVEE, with multiple output nodes specialized shader setups can be created for each.

Đầu Ra (Outputs)

Nút này không có đầu ra.