Diffuse BSDF node tutorial in Blender | Blender shader nodes tutorial

3D BlendMix
3D BlendMix
683 بار بازدید - 7 ماه پیش - Diffuse BSDF node : When
Diffuse BSDF node :
When you create a new material, the two nodes you will see are a diffuse shader node connected to a material output node. Most materials have a diffuse component, which is why this shader is default for new materials, however it tends to look a bit dull without a bit of a gloss y or similar component mixed into it.
Aside from the normal input, the diffuse node has two inputs, color and roughness.
Roughness could also be labeled softness, so the higher the value the softer your surface will appear. In general the
roughness controls how much light hitting the surface gets scattered. You can either use the value slider or a grayscale map to control its strength. Technically speaking a roughness greater than 0 switches the shading method from Lambert to the Oren-Nayar method. Lambert's law assumes an ideal diffuse surface, which does not exist in the real world, where a surface looks diffuse due to bumps on microscopic scale. Those bumps don’t just scatter the light, they also shadow it a little bit. Oren-Nayar takes this effect into account.
Trivia:
Johann Heinrich Lambert stated in 1760 that a diffuse surface will look equally bright from all viewing directions and this model is still the most commonly used model in computer rendering. But it does not take into account the roughness of a surface. 230 years later Michael Oren and Shree K. Nayar developed a shader that actually does. So it is actually more accurate for surfaces that reflect very soft
(diffuse) light, like concrete or plaster.
Color:
Input for an RGB or a texture.
Roughness:
Higher values make the material seem smoother.
Normal:
Lets you use a normal map, to displace the surface of each shader of your material individually.
Since there is a random factor involved, each ray hitting a diffuse surface will bounce in a different direction. This means, sometimes it will hit a light source, sometimes it will hit a brighter object, sometimes a darker one. One might think that diffuse shaders thus need a lot of samples to clear up, but due to light sampling, the opposite is true, because diffuse shaders work perfectly with shadow rays.

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