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manual/render/eevee/materials/nodes/specular_bsdf.rst
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| The *Specular* :abbr:`BSDF (Bidirectional scattering distribution function)` | The *Specular* :abbr:`BSDF (Bidirectional scattering distribution function)` | ||||
| that combines multiple layers into a single easy to use node. | combines multiple layers into a single easy to use node. | ||||
| It is similar to the :doc:`Principled BSDF </render/cycles/nodes/types/shaders/principled>` node | It is similar to the :doc:`Principled BSDF </render/cycles/nodes/types/shaders/principled>` node | ||||
| but uses the *specular* workflow instead of the metallic. | but uses the *specular* workflow instead of the metallic. | ||||
| It has much less parameters and supports less features. Both might be merged into one node in the future. | It has far fewer parameters and supports less features. Both might be merged into one node in the future. | ||||
| The specular workflow works by specifying the facing (along normal) reflection color. | The specular workflow functions by specifying the facing (along normal) reflection color. | ||||
| The result may not be physically plausible because there is no energy conservation. | The result may not be physically plausible because there is no energy conservation. | ||||
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| Color of the emitted light. This light is added to the BSDF result. | Color of the emitted light. This light is added to the BSDF result. | ||||
| Transparency | Transparency | ||||
| Transparency factor. It is the inverse of the alpha channel (1 - alpha) you can find in an image. | Transparency factor. This is the inverse of the alpha channel (1 - alpha) you find in an image. | ||||
| Use an Invert node to convert alpha to transparency. | Use an Invert node to convert alpha to transparency. | ||||
| This will only have an effect if the material uses a blend mode other than opaque. | This will only have an effect if the material uses a blend mode other than opaque. | ||||
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