Shader

Contents

    1. Shader
      1. AbsorptionVolume
      2. AddClosure
      3. AmbientOcclusion
      4. AnisotropicBsdf
      5. DiffuseBsdf
      6. Emission
      7. GlassBsdf
      8. GlossyBsdf
      9. HairBsdf
      10. Holdout
      11. MixClosure
      12. PrincipledBsdf
      13. PrincipledHairBsdf
      14. RefractionBsdf
      15. ScatterVolume
      16. SubsurfaceScattering
      17. ToonBsdf
      18. TranslucentBsdf
      19. TransparentBsdf
      20. VelvetBsdf

AbsorptionVolume

This node allows light to be absorbed as it passes through the volume. Typically used for water and colored glass.

Cycles AbsorptionVolume node.

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AddClosure

Add two shaders together. Mixing can be used for material layering.

Cycles AddClosure node.

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AmbientOcclusion

Ambient occlusion darkens shadow effects in gaps and crevices. With this option it’s possible to let only some materials be affected by AO, or to let it influence some materials more or less than others. This can be used to add weathering effects to corners only.

This shader is resource intensive and can slow down rendering times significantly. Adding a Geometry node with Pointiness setting, or baking Ambient Occlusion will make rendering faster.

The current implementation of OptiX does not support the use of the AmbientOcclusion node in shaders. If you need to use Ambient Occlusion you will need to use a different hardware rendering option.

Cycles AmbientOcclusion node.

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AnisotropicBsdf

Used to add a glossy reflection, with separate controls over U (horizontal) and V (vertical) direction roughness. The tangents are derived from the active UV map. If no UV map is available, the tangents are generated automatically using spherical mapping based on the mesh's bounding box.

Cycles AnisotropicBsdf node

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DiffuseBsdf

Adds Lambertian or Oren-Nayar diffuse reflection.

Cycles DiffuseBsdf node.

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Emission

Used for light that emits from meshes. Used to add Lambertian emission.

Light strength for point, spot, and area lights is specified in Watts.

Cycles Emission node.

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GlassBsdf

Glass-works similar to the transparent shader. Pure white makes it transparent. The glass shader tends to cause noise due to caustics. It helps to combine this with a transparent shader for shadows.

Cycles GlassBsdf node.

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GlossyBsdf

Glossy reflection with microfacet distribution, used for materials such as metal or mirrors.

Cycles GlossyBsdf node.

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HairBsdf

Used to add shading for Hair.

Cycles HairBsdf node.

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Holdout

Holds the surface from being exposed to the camera. Creates a transparent “hole” with zero alpha transparency in the render. This is useful for compositing.

Cycles Holdout node.

Inputs:

none

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MixClosure

Mix two shaders together. Mixing can be used for material layering.

Cycles MixClosure node.

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Outputs:

PrincipledBsdf

See Using the PrincipledBsdf Node

PrincipledHairBsdf

Used for rendering strand-based hair and fur, as created in Poser's Hair room.

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RefractionBsdf

Used for materials that transmit light. Adds glossy refraction with sharp or microfacet distribution, typically for materials that transmit light. For best results, mix this with a glossy node using a fresnel factor to reduce darkness at the edges.

Cycles RefractionBsdf node.

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ScatterVolume

Lets light scatter in other directions as it hits particles in the volume. Typically used to add fog to a scene, or used in combination with the Volume Absorption node to create smoke.

Cycles ScatterVolume node.

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ScatterVolume can be made to render in Cycles when the Cycles Surface input connects to a TransparentBsdf node as shown below.

SubsurfaceScattering

Simple subsurface multiple scattering, for materials such as skin, wax, marble, milk and others. Light penetrates the surface and bounces around internally before getting absorbed or leaving the surface at a nearby point.

Cycles SubsurfaceScattering node.

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When textures are created from photographs of skin, the colors will already be pre-blurred. Texture Blur can be set to 0. No blurring or minimal blurring might also be appropriate for hand painted textures, as a texture artist would likely paint in softening already. For a procedural texture on the other hand this option would likely have a higher value.

Cubic or Gaussian falloff should be selected to match new nodes with previously existing ones.

Outputs:

ToonBsdf

Creates Diffuse and Glossy Toon BSDF for creating cartoon light effects.

Cycles ToonBsdf node.

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TranslucentBsdf

Adds Lambertian diffuse transmission to the surface.

Cycles TranslucentBsdf node.

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TransparentBsdf

Used to add transparency without refraction. Only pure white transparent shaders are completely transparent.

Cycles TransparentBsdf node.

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VelvetBsdf

Reflection shader for velvet cloth materials. Generally used in combination with other shaders such as a Diffuse shader.

Cycles VelvetBsdf node.

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© 2020-2021 Bondware, Inc. Last updated November 23, 2021