AOV Output Node - Blender Cycles memo
~作成中~≡ ReferenceAdd > Output > AOV OutputShader AOVs (Arbitrary Output Variables) provide custom render passes for arbitrary shader node com
~作成中~≡ ReferenceAdd > Output > AOV OutputShader AOVs (Arbitrary Output Variables) provide custom render passes for arbitrary shader node com
~作成中~Example of a node group.Grouping nodes can simplify a node tree by allowing instancing and hiding parts of the tree. Both material and
~作成中~≡ ReferenceAdd > Color > RGB CurvesThe RGB Curves Node allows color corrections for each color channel and levels adjustments in the co
~作成中~≡ ReferencePanel: Properties > World Properties > Ambient OcclusionProperties > View Layer Properties > Passes > Data > Mist をオンにすると表示さ
~作成中~Open Shading LanguageIt is also possible to create your own nodes using Open Shading Language (OSL). Note that these nodes will only wo
~作成中~≡ ReferencePanel: Properties > View Layer Properties > tyty / Add > aaa > bbb, →2.8≡ ReferenceAdd > Converter > zzzz2.9 説明Inputs● Color
~作成中~≡ ReferenceAdd > Texture > Gradient TextureThe Gradient Texture node generates interpolated color and intensity values based on the inp
~作成中~title≡ ReferencePanel: Properties > View Layer Properties > tyty / Add > aaa > bbb[#contents(3,0,0)]説明Inputs● Colorカラーを設定します。Hex:[E7E7E
≡ ReferencePanel: Properties > Material PropertiesMaterial (マテリアル) は作成後、1 つまたは複数のオブジェクトに割り当てることができるデータブロックです。1 つのオブジェクトに対し複数のマテリアル スロット (Mat
~作成中~≡ ReferenceAdd > Shader > BackgroundThe Background shader node is used to add background light emission. This node should only be used
~作成中~≡ ReferenceAdd > Shader > Add ShaderThe Add node is used to add two Shaders together.Inputs● ShadersStandard shader inputs.Propertiesなし
~作成中~≡ ReferenceAdd > Shader > Diffuse BSDFThe Diffuse BSDF node is used to add Lambertian and Oren-Nayar diffuse reflection.BSDF シェーダーInput
~作成中~≡ ReferencePanel: Properties > Object Data Properties > LensLensTypeThe camera lens options control the way 3D objects are represented
≡ ReferenceAdd > Converter > Map RangeMap Range (範囲マッピング) ノードは、ある範囲からターゲット範囲に値をリマップします。Inputs● Valueリマップする値 (0.0 - 1.0) を設定します。● From Minリマッ
Denoise Node≡ ReferenceAdd > Filter > DenoiseDenoise ノードは、Cycles などのレイトレーシング レンダラーからのレンダリングのノイズを除去するために使用されます。少ないサンプル数でのレンダリングで、レンダリング時間を大幅に
~作成中~≡ ReferenceAdd > Shader > Glass BSDFThe Glass BSDF is used to add a Glass-like shader mixing refraction and reflection at grazing angle
~作成中~≡ ReferencePanel: Properties > Object Data Properties > Safe AreasSafe areas are guides used to position elements to ensure that the mo
~作成中~≡ ReferenceAdd > Color > Light FalloffThe Light Falloff node allows you to manipulate how light intensity decreases over distance. In r
~作成中~≡ ReferenceAdd > Shader > Hair BSDFThe Hair BSDF node is used to add shading for Hair.BSDF シェーダーExamples:https://docs.blender.org/manua
~作成中~≡ ReferenceAdd > Input > WireframeWireframe (ワイヤーフレーム) ノードは、Cycles に表示されるオブジェクトのエッジを取得するために使用されます。 メッシュは Cycles によって処理される前に三角形分割されるため、W
≡ ReferenceAdd > Input > ValueValue (値) ノードは、ツリー内の他のノードに数値を入力するための単純なノードです。InputsなしPropertiesDefault Value単一の数値 (浮動小数点) を設定します。Outputs● Valu
≡ ReferenceAdd > Output > Material OutputMaterial Output (マテリアル出力) ノードは、サーフェスのマテリアル情報をサーフェス オブジェクトに出力するために使用します。Inputs● Surfaceオブジェクトの表面 Mat
~作成中~≡ ReferenceAdd > Output > Light OutputThe Light Output node is used to output light information to a light object.Inputs● SurfaceShadin
~作成中~≡ ReferenceAdd > Output > World OutputThe World Output node is used to output light a color information to the scene’s World.https://do
~作成中~ノイズの低減When performing a final render, it is important to reduce noise as much as possible. Here we will discuss a number of tricks that
≡ ReferencePanel: Properties > Object Data Properties > Light / Shader Editor > Sidebar N > SettingsLightTypeライトの形状を、Point, Sun, Spot, Area
~作成中~≡ ReferenceAdd > Shader > EmissionThe Emission node is used to add Lambertian emission shader. This can for example, be used for materi
~作成中~≡ ReferenceAdd > Shader > Anisotropic BSDFThe Anisotropic BSDF is used to add a glossy reflection, with separate control over U and V d
≡ ReferenceAdd > Converter> ClampClamp ノードは、最小値と最大値の間で値をクランプ (制限) します。Inputs● Valueクランプする値 (0.0 - 1.0) を設定します。● Min最小値 (-10000.0 - 10000.0)
~作成中~≡ ReferenceAdd > Shader > Principled Hair BSDFThe Principled Hair BSDF is a physically-based, easy-to-use shader for rendering hair and
~作成中~≡ ReferenceAdd > Texture > Environment TextureThe Node Environmental Texture is used to light your scene using an environment map image
~作成中~≡ ReferenceAdd > Vector > Vector CurvesThe Vector Curves node maps an input vector components to a curve.Use this curve node to slow th
~作成中~≡ ReferenceAdd > Vector > NormalThe Normal node generates a normal vector and a dot product.Inputs● NormalNormal vector input.基準法線を入力しま
~作成中~≡ ReferenceAdd > Vector > Vector TransformThe Vector Transform node allows converting a vector, point, or normal between world and came
~作成中~≡ ReferenceAdd > Vector > Vector RotateThe Vector Rotate Node provides the ability to rotate a vector around a pivot point (Center).Inp
~作成中~≡ ReferenceAdd > Converter > BlackbodyThe Blackbody node converts a blackbody temperature to RGB value. This can be useful for material
~作成中~≡ ReferenceAdd > Color > InvertThe Invert Node inverts the colors in the input image, producing a negative.Inputs● FacControls the amou
~作成中~≡ ReferenceAdd > Converter > WavelengthThe Wavelength node converts a wavelength value to an RGB value. This can be used to achieve a s
~作成中~≡ ReferenceAdd > Converter > RGB to BWThe RGB to BW Node maps an RGB color image to a gray-scale by the luminance.Inputs● ColorColor im
~作成中~≡ ReferenceAdd > Converter > Combine/Separate RGB/HSV/XYZAll of these nodes do essentially the same thing:Separate: Split out an image
~作成中~≡ ReferenceAdd > Color > MixRGBThe Mix Node mixes images by working on the individual and corresponding pixels of the two input images.
~作成中~≡ ReferenceAdd > Color > Hue/SaturationThe Hue Saturation Value Node applies a color transformation in the HSV color space.Inputs● HueS
~作成中~≡ ReferenceAdd > Shader > Toon BSDFThe Toon BSDF is used to create Diffuse and Glossy materials with cartoon light effects.BSDF シェーダーIn
~作成中~≡ ReferenceAdd > Shader > Transparent BSDFThe Transparent BSDF is used to add transparency without refraction, passing straight through
~作成中~≡ ReferenceAdd > Shader > Translucent BSDFThe Translucent BSDF is used to add Lambertian diffuse transmission.BSDF シェーダーInputs● ColorCo
~作成中~≡ ReferenceAdd > Shader > Volume AbsorptionThe Volume Absorption node allows light to be absorbed as it passes through the volume. Typi
~作成中~≡ ReferenceAdd > Shader > Velvet BSDFThe Velvet BSDF is used to add reflection to materials such as cloth. It is meant to be used toget
~作成中~≡ ReferenceAdd > Shader > Volume ScatterThe Volume Scatter node allows light to be scattered as it passes through the volume. Typical u
~作成中~≡ ReferenceAdd > Color > GammaUse this node to apply a gamma correction.Inputs● ImageStandard image input.カラーを設定します。● GammaAn exponenti
~作成中~≡ ReferenceAdd > Color > Bright Contrast説明Inputs● ImageStandard image input.カラーを設定します。● BrightnessAn additive-type factor by which to i