Blender material
Principled BSDF material
https://www.youtube.com/watch?v=_5dWa3z7bGw https://www.youtube.com/watch?v=4l86JpmqdbM
- Absorption:
- Reflection:
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Transmision:
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Subsurface scattering
- radius: how light scatters (
- often is different for each color blue < green < red
- inner color is the color of the material inside
- radius: how light scatters (
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Base layer
- Diffuse/Subsurface base:
https://www.youtube.com/watch?v=DQeP363Xmn4
Principled because "physically based"... is too much used. Is a lightning model which generalizes many others.
BSDF: Bidirectional scattered distribution function. Bidirectional because include reflection and translucent effects.
Combines two models:
- BRDF (Bidirectional reflactance dist. funct) Opaque surface (reflections)
- BTDR (Bidirectional transmittance dist. funct) Transparent surface (refraction, translucency)
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BSSDR (Bidirectional subsurface dist. funct) Transparent surface (refraction, translucency)
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Reflactance: light that reflected from an object
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Transmitance: light
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Absorption: Light is turned into heat
- Scattering: Light changes direction
- Reflection: Light rebounds outside the material
- Refraction: Light penetrates into the material changing direction because the difference on speed of light
- Index of refraction is the ratio between speeds
Surface interactions:
- Conductors (Metals):
- Reflectivity high and depends on the wavelength (color)
- Refracted light is quickly absorved
- Dielectrics:
- Reflectivity low and neutral (same for any wavelength)
- Refracted light continues inside the material
Volume interactions:
- Very high density: Diffuse material
- High density: Subsurface scattering (like skin, rubber...)
- Low density: Volumetrics (translucent)
Boundary interactions
Fresnel equation:
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Which portion of the light gets reflected on entry (the rest is transmited)
- Depends on the wavelength
- Depends on polarization
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Origen de la luz que nos llega de un punto de un material
- Emision: El material emite luz
- Especular: La luz rebota en el material, en el angulo preciso para una reflexi贸n directa
- Reflexion: La luz de difumin
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How to compute them?
- Humans cannot detect polarization and phase shift, so ignore
- Dielectric Fresnel:
- Real IOR (ignore phase)
- No wavelength dependency
- Conductive Fresnel:
- Complex IOR
- Wavelength dependency
- Aproximation Christopher Schlick
- mix(F0, 1, (1-cos(angle))^5)
- F0 can be computed by IOR
- For metal misses on deep in reflectivity for
- Enables linear combination of different F0's
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Roughness
- Not perfect reflectors
- how problable is that the normal of the surface makes the ray face us
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Energy conservation
- Surfaces cannot reflect and transmit more energy than they receive.
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Fine sheets:
- Absorpsion and translucent
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Sheen layer:
- Simula pelusa
- Normales son perpendiculares a
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Clearcoat layer:
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Microfaceted models: asume micro
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- Relates Incident and refracted angles to the index of refraction (and thus velocity of light in both media) but:
- Says nothing about reflected (and
- Says nothing about wavelength
- Says nothing about polarization
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Reflective light: How the light reacts above the surface
- Color Base: Frecuencia que rechaza el objeto
- Metalic: From dielectric to metalic
- Specular:
- Specular Tint:
- Roughness: Variaci贸n de las normales
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Subsurface Scattering (SSS): Difusion de la luz dentro del material (como la piel)
- Subsurface: Factor de luz que entra
- Subsurface Radious: Distancia media que se propaga la luz dentro del material
- Se puede definir por separado para cada color primario
- Subsurface Color: Color que hay por debajo de la superficie
- Subsurface Index of Refraction
- Subsurface Scale: Distancias que se aplican al radio
- Subsurface Anisotropy: Direcci贸n de la difusi贸n
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Diffuse: Reflected in all directions, proportional to the incoming light, independently of the angle of sight.
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Specular: Reflected in mirrored normal direction
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Subsurface: Color que hay por debajo de la superf铆cie
- Metalic: 0 Dielectrico 1 Metalico
- Specular:
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Color
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Emision:
- Value: How much light emits
- Color: Which color emits
- Metalic:
Blender Unrealistic materials
- Cell/Plane shaders: Plain colors gradient, used to make
- Outline shaders: Add outline to contours
- Screen tone shaders: Add pattern (malla) to generate shades
- Painterfly shaders: Emulates brush strokes