Principled BSDF - Explained

The Principled BSDF combines multiple layers into a single easy to use node. It is one of the first nodes we see when we using blender. So in here you will find the basic details of principled BSDF.

                  

Principled BSDF
Principled BSDF


1. Base Color

  • Diffuse or metal surface color.
                                 
Blender object surface material



2. Subsurface


  • The subsurface shows you how the light travels through the objects like leaves and ears. A mix between diffuse and subsurface scattering. Rather than being a simple mix between Diffuse and Subsurface Scattering, it acts as a multiplier for the Subsurface Radius.


3. Subsurface Radius


  • The average distance that light scatters below the surface. A higher radius gives a softer appearance, as light bleeds into shadows and through the object. The scattering distance is specified separately for the RGB channels, to render materials such as skin where red light scatters deeper. The X, Y, and Z values are mapped to the R, G, and B values, respectively.
                                       
Blender subsurface radius
Subsurface Radius


4. Subsurface Color


  • Here you can give the subsurface color. (Subsurface scattering base color.)


5. Subsurface IOR (works only in Cycles)


  • Index of refraction for Subsurface Scattering.


6. Subsurface Anisotropy (works only in Cycles)


  • Controls the directionality of subsurface scattering.


7. Metallic

                                      

                                    
Blender metallic view
Blender Metallic View


  • Choose the objects blend mode between a non-metallic and metallic material model. A value of 1.0 gives a fully specular reflection tinted with the base color, without diffuse reflection or transmission. You can use this to add a metallic look to your objects. Such as when making a pipeline, metal surface e.t.c


8. Specular


  • Amount of dielectric specular reflection. Specifies facing (along with normal) reflectivity in the most common 0 - 8% range.


9. Specular Tint


  • Tints the facing specular reflection using the base color, while glancing reflection remains white.



10. Roughness


  • Specifies microfacet roughness of the surface for diffuse and specular reflection. 0.00 roughness means a high reflecting object and 1.00 roughness gives you a 0 reflection.

                                    

                                 
Blender object roughness
Roughness of a simple object


11. Anisotropic (works only in Cycles)


  • Amount of anisotropy for specular reflection. Higher values give elongated highlights along the tangent direction; negative values give highlights shaped perpendicular to the tangent direction.


12. Anisotropic Rotation (works only in Cycles)


  • Rotates the direction of anisotropy, with 1.0 going full circle.



13. Sheen


  • Amount of soft velvet-like reflection near edges, for simulating materials such as cloths and soft leaves.


14. Sheen Tint


  • This uses a mix between white and using base color for sheen reflection.


15. Clearcoat


  • You can use the clearcoat, If you are hoping to make materials like car paint. Extra white specular layer on top of others.


16. Clearcoat Roughness


  • This determines the roughness of the clearcoat specular.


17. IOR


  • Index of refraction for transmission. Refractive Index describes the degree to which light rays are bent as they pass from one material to another. Every object has its IOR value. You can search in google for more IOR values.


18. Transmission


  • Transmission means the ratio of the amount of light that passes through a material to the amount of light that falls on the material and the glazing. Mix between a fully opaque surface at zero and a full glass-like transmission at one.


19. Transmission Roughness (works only in Cycles)


  • With GGX distribution controls roughness used for transmitted light.


20. Emission


  • Light emission from the surface, like the Emission shader. The objects with emission reflect their lights to other objects like a lamp/light
                                        
Blender emission
Emission


21. Emission Strength


  • Strength of the emitted light. A value of 1.0 will ensure that the object in the image has the same color as the emission color.


22. Alpha


  • Controls the transparency of the surface, with 1.0 fully opaque. Usually linked to the Alpha output of an Image Texture node.


23. Normal


  • Controls the normals of the base layers.


24. Clearcoat Normal


  • Controls the normals of the Clearcoat layer.


25. Tangent


  • Controls the tangent for the Anisotropic layer.

Post a Comment

Previous Post Next Post