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[edit] Diffuse Shaders, Sombreadores Difusos
Modo: All Modes
Panel: Shading/Material Context → Shaders
Combinación de teclas: F5
[edit] Descripción
Un sombreador difuso (siffuse shader), simplemente hablando, es el color general de un material cuando refleja la luz. La mayoría de los sombreadores están designados para imitar la realidad dando un degradado suave de brillante a oscuro desde el punto mas fuerte de iluminación a las áreas sombrías, pero Blender también tiene otros sombreadores para varios efectos visuales.
[edit] Opciones
Todas los sombreadores difusos tienen las siguientes opciones:
- Color
- El color difuso base del material
- Ref
- El brillo del sombreador, o mas específicamente, la cantidad de luz incidente que se refleja de manera difusa hacia la cámara.
[edit] Technical Details
Light striking a surface and then re-irradiated via a Diffusion phenomenon will be scattered, i.e., re-irradiated in all directions isotropically. This means that the camera will see the same amount of light from that surface point no matter what the incident viewing angle is. It is this quality that makes diffuse light viewpoint independent. Of course the amount of light that strikes the surface depends on the incident light angle. If most of the light striking a surface is reflected diffusely, the surface will have a matte appearance (Light re-irradiated in the diffusion phenomenon.).
[edit] Hints
Some shaders' names may sound odd - they are traditionally named after the people who invented them.
[edit] Lambert
Mode: All Modes
Panel: Shading/Material Context → Shaders
Hotkey: F5
[edit] Description
This is Blender's default diffuse shader, and is good general all-around work horse...neigh!
[edit] Options
This shader has only the default option, determining how much of available light is reflected. Default is 0.8, to allow some other objects to be brighter.
[edit] Oren-Nayar
Mode: All Modes
Panel: Shading/Material Context → Shaders
Hotkey: F5
[edit] Description
Oren-Nayar takes a somewhat more 'physical' approach to the diffusion phenomena as it takes into account the amount of microscopic roughness of the surface.
[edit] Options
- Rough
- The roughness of the surface, and hence, the amount of diffuse scattering
[edit] Toon
Mode: All Modes
Panel: Shading/Material Context → Shaders
Hotkey: F5
[edit] Description
The Toon shader is a very 'un-physical' shader in that it is not meant to fake reality but to produce cartoon cel styled rendering, with clear boundaries between light and shadow and uniformly lit/shadowed regions.
[edit] Options
- Size
- The size of the lit area
- Smooth
- The softness of the boundary between lit and shadowed areas
[edit] Minnaert
Mode: All Modes
Panel: Shading/Material Context → Shaders
Hotkey: F5
[edit] Description
Minnaert works by darkening parts of the standard Lambertian shader, so if Dark is 1 you get exactly the Lambertian result. Higher darkness values will darken the center of an object (where it points towards the viewer). Lower darkness values will lighten the edges of the object, making it look somewhat velvet.
[edit] Options
- Dark
- The darkness of the 'lit' areas (higher) or the darkness of the edges pointing away from the light source (lower).
[edit] Fresnel
Mode: All Modes
Panel: Shading/Material Context → Shaders
Hotkey: F5
[edit] Description
With a Fresnel Shader the amount of diffuse reflected light depends on the incidence angle, i.e. from the direction of the light source. Areas pointing directly towards the light source appear darker, areas perpendicular to the incoming light become brighter.
[edit] Options
Ref is the Reflectivity; amount of color reflected for each unit of light received. Fresnel is the power of the Fresnel effect, and Fac is the amount of the effect to blend in.
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