scenario-blender-texturing-shading

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Texturing and shading (Blender 5.2)

纹理制作与材质着色(Blender 5.2)

Expert shading is layered masks feeding physically plausible values: a clean base (scanned set or flat colors), then contrasty black/white masks that place color, roughness, height and subsurface, all editable in nodes. Values are judged under honest light in both engines, and baking comes last, for portability. If a sibling skill named here is missing from your available skills, ask the user to install it (
npx skills add scenario-labs/skills --skill <name>
); unattended, proceed from tool schemas and flag the gap.
REQUIRED BACKGROUND: scenario-blender-expert (execution channel, review loop, 5.2 API changes). Baking maps: scenario-blender-uv-baking. Lighting and final renders: scenario-blender-lighting-rendering.
Toolkit:
scripts/bx_materials.py
(builders, headless painting, checks; exercised by
tests/code/blender-texturing-shading/
).
sys.path.append("<this skill>/scripts"); import bx_materials as M
.
专业的材质着色是通过分层蒙版输入符合物理规律的数值:干净的基础层(扫描纹理集或纯色),然后是高对比度的黑白蒙版,用于控制颜色、粗糙度、高度和次表面散射,所有参数都可在节点中编辑。参数需要在两个渲染引擎的真实光照下校验,烘焙放在最后一步以保证可移植性。如果你可用的技能中缺少这里提到的关联技能,请让用户安装(
npx skills add scenario-labs/skills --skill <name>
);无人值守时,按照工具架构继续执行并标记缺失项。
必备基础技能: scenario-blender-expert(执行通道、审核循环、5.2 API变更)。烘焙贴图:scenario-blender-uv-baking。光照与最终渲染:scenario-blender-lighting-rendering。
工具集:
scripts/bx_materials.py
(构建器、无头绘制、检查项;测试用例见
tests/code/blender-texturing-shading/
)。使用方式:
sys.path.append("<this skill>/scripts"); import bx_materials as M
。

Stance (the expert delta)

核心原则(专家级差异点)

  • Data maps are Non-Color, "not what looks better, what's correct" (Price). Only base color and emission are sRGB.
  • Normal map OR displacement, never both (Price, confirmed by Cycles lead Brecht): they encode the same relief. Displacement when heights will be combined or truly displaced; normal map for export and 8-bit safety.
  • Masks, not painted color. Kaspar and Price build every effect as a grayscale mask into a Mix or HSV Factor; color lives in the A/B inputs. Masks need contrast (Color Ramp stops pulled in) or they barely show. The same masks drive roughness, height and SSS.
  • Realism: scanned set plus masks; stylized: procedural (Price vs Kaspar and Ryan King). Kaspar strips photos to their pattern (blur plus grain extract) and adds grunge himself, and bakes at the end for portability (export, EEVEE load time), not for Cycles speed.
  • Micro detail in roughness, not bump, for skin and hair (Kaspar); edit roughness through HSV Value, never by unplugging the map (Price). Specular stays 0.5. Bump Distance is the real height of the map's 0..1: lower Distance, not Strength (Kaspar).
  • Judge honestly: Standard view, neutral mid-gray background, Base Color black to read roughness, a hard backlight and a light from below (Kaspar); grazing light for relief (Price); unlit for hand-painted albedo (Abbitt). EEVEE for iteration, Cycles as the truth, and they must match (Kaspar).
  • SSS follows anatomy (Kaspar): high on ears, nose, lids, lips, fingertips; low over bone. Black/white mask, Map Range sets values.
  • Bevel, AO, Pointiness and Random Per Island are Cycles-only, and Bevel/AO are stochastic [added, measured]: EEVEE shows no Bevel edges; thresholded live masks give 17 to 18% fractional metallic at any sample count. Bake before thresholding, or use vertex curvature.
  • 数据贴图使用Non-Color色彩空间,「不是好看就行,而是要正确」(Price)。仅基础色和自发光使用sRGB空间。
  • 法线贴图和位移二选一,绝不同时使用(Price,经Cycles负责人Brecht确认):二者编码的是同一凹凸信息。需要组合高度效果或真实位移时用位移;需要导出或保证8位贴图兼容性时用法线贴图。
  • 用蒙版而非直接绘制颜色。 Kaspar和Price将所有效果都制作成灰度蒙版,接入Mix或HSV节点的系数输入;颜色放在A/B输入槽中。蒙版需要有对比度(收紧Color Ramp的色标),否则效果几乎不可见。同一套蒙版可同时控制粗糙度、高度和SSS。
  • 写实风格:扫描纹理集+蒙版;风格化:程序化(Price 对比 Kaspar与Ryan King)。Kaspar将照片提取为图案(模糊+颗粒提取),自行添加脏污效果,最后才烘焙以保证可移植性(导出、EEVEE加载速度),而非为了提升Cycles渲染速度。
  • 皮肤和毛发的微观细节做在粗糙度里,而非凹凸贴图(Kaspar);通过HSV的明度通道调整粗糙度,绝不要直接断开贴图连接(Price)。高光值保持0.5。Bump Distance 对应贴图0到1范围的真实高度:要降低距离值,而非强度值(Kaspar)。
  • 真实校验: 使用标准视图、中性中灰背景,将基础色设为黑色以观察粗糙度,搭配硬边背光和底部补光(Kaspar);用掠射光观察凹凸效果(Price);无光照模式下检查手绘反照率(Abbitt)。迭代用EEVEE,最终效果以Cycles为准,二者必须匹配(Kaspar)。
  • SSS遵循解剖学规律(Kaspar):耳朵、鼻子、眼睑、嘴唇、指尖处数值高;骨骼处数值低。用黑白蒙版控制,通过Map Range节点设置数值。
  • Bevel、AO、Pointiness和Random Per Island仅支持Cycles,且Bevel/AO是随机计算的 [新增,已实测]:EEVEE中不会显示Bevel边缘;无论采样数多少,实时蒙版阈值处理后会产生17%-18%的部分金属度。在阈值处理前先烘焙,或使用顶点曲率。

Establish first

前期确认项

InputChangesDefault when silent
Target: Cycles still, EEVEE, game enginelive Cycles-only nodes vs baked; AO in albedo (render) vs ORM (game)Cycles finals, EEVEE side by side
Style: realistic or stylizedscanned set + grime vs procedural or hand-painted lightstylized restraint (Kaspar)
UVs and deformationUV images vs box projection vs Object proceduralsrigid, no UVs: box; deforming: UV only
Scaletile size, bump/displacement metersreal meters, scale applied (all experts)
Texel budget, export2K to 4K hero paint, 4K to 8K large tiling surfaces2K hero prop, glTF ORM, OpenGL normals
输入项影响未明确时的默认值
目标:Cycles静帧、EEVEE、游戏引擎实时Cycles专属节点 vs 烘焙;反照率中包含AO(渲染用) vs ORM贴图(游戏用)Cycles最终渲染,EEVEE并排预览
风格:写实或风格化扫描纹理集+脏污 vs 程序化或手绘光影克制的风格化(Kaspar)
UV与变形情况UV贴图 vs 盒式投影 vs 物体空间程序化刚体无UV:盒式投影;变形物体:仅用UV
缩放比例平铺尺寸、bump/displacement的单位米数真实米制,已应用缩放(所有专家共识)
纹素预算、导出要求2K-4K核心资产绘制,4K-8K大尺寸平铺表面2K核心道具,glTF ORM格式,OpenGL法线

Workflow

工作流程

  1. Base per part. Prefixed materials, placeholders removed,
    diffuse_color
    set; values picked on the Diffuse Color pass (matcap made Kaspar's skin too pale). Apply scale. GATE:
    M.value_report(objs)
    clean.
  2. Base material. Set:
    M.pbr_from_textures(mat, M.find_texture_set(dir), uv_map=...)
    : color spaces by role, AO multiplied at factor 1 (Price: restores the cavity shadow flash capture removes;
    ao_mode="gltf"
    for games), bump only without a normal map,
    height_as="displacement"
    drops the normal map and sets Cubic interpolation, Displacement and Bump, Scale 0.2 for Poliigon (fixed 20 cm range); add Simple subdivision and shade smooth. UV tile = the set's physical size. Rigid, no UVs:
    projection="BOX"
    . Procedural: Object coordinates (UV on deforming meshes), Noise Detail at most 5 (cost doubles per level, Price). GATE:
    M.audit_material(mat, obj)
    has no errors.
  3. Masks. Kaspar's rule is mask frequency against vertex density: vertex colors for broad soft masks (and Price's environments: tiling UVs repeat image strokes, layouts change), images for fine or exported detail, UV bands for hems. Headless:
    M.mask_from_points
    ,
    M.write_vertex_values
    ,
    M.smooth_attribute
    ,
    M.curvature_attribute
    ,
    M.TexelMap
    +
    M.project
    . Price's Color Burn: soft mask (A) burned by a contrast-ramped height map (B) breaks the mask along bricks or into grout (procedures P18). GATE: render each mask as emission.
  4. Layers.
    M.add_wear(mat, edge_color=..., edge_roughness=..., edge_metallic=1)
    adds variation, cavity/grunge dirt and chipped edges. Blend modes: Multiply darkens (grime, mold), Screen lightens (efflorescence, highlights; Add exceeds 1), Subtract on the height chain for spalling (Price). Chain order sets age (a decal before grime reads old). Decals: Alpha into Factor, Extension Clip (
    M.add_decal
    ). GATE:
    M.preview(objs, out, rigs=("studio", "roughness"))
    : effects follow form and water paths, nothing uniform, repeats broken.
  5. Character specifics.
    M.stylized_skin(mat, obj=body)
    (masks
    col_brighter/col_darker/col_lips/col_sss/col_rough
    );
    M.stylized_eye
    per eye object (origin at the eyeball center) plus
    M.cornea_material
    and
    cornea.visible_shadow = False
    ; hair shine: Anisotropic with a Tangent on a strand-aligned UV map (Cycles only). GATE:
    rigs=("backlit",)
    : red glow on ears, nostrils, lips, fingers; front not waxy; sclera off-white.
  6. Stylized hand-painted light (Abbitt): lighter top, darker bottom, Multiply in crevices, Screen on extremities. Headless:
    M.painted_light(mat, obj)
    from a curvature attribute, bake Emit, judge with
    rigs=("unlit",)
    .
  7. Painting, where masks cannot place it. GUI: brushes are assets (
    Paint Hard/Soft
    ,
    Airbrush
    ,
    Blur
    ,
    Smear
    ,
    Fill
    ,
    Mask
    ); a factory 5.2 session paints BLACK until the brush and unified color are set; strokes project from the screen, so face the surface (Abbitt); Erase needs an alpha channel; bleed 8 to 12 px (Kaspar, Abbitt). Use
    M.gui_texture_stroke()
    : it forces a redraw (projection painting occludes with the depth buffer of the previous draw: a stroke issued in the setup call painted 162 texels in one run instead of about 14,000, full coverage in another) and resamples dabs. Headless:
    M.TexelMap
    +
    M.paint_stroke
    paints by world distance, seams included;
    M.dilate
    , then
    M.save_image
    (images are never saved with the .blend by a script). GATE: renders from views crossing seams.
  8. Lookdev check and bake.
    M.preview
    (EEVEE and Cycles, studio, backlit, roughness),
    M.value_report
    , labeled frames and node groups (Kaspar, Price). Bake procedural channels via Emission, 30+ samples, validate by rebuilding from the maps (scenario-blender-uv-baking).
  1. 各部件基础材质。 材质添加前缀,移除占位符,设置
    diffuse_color
    ;在漫反射颜色通道中选色(matcap会让Kaspar的皮肤看起来过白)。应用缩放。检查点:
    M.value_report(objs)
    无异常。
  2. 基础材质。 调用
    M.pbr_from_textures(mat, M.find_texture_set(dir), uv_map=...)
    设置:按用途设置色彩空间,AO以系数1相乘叠加(Price:这能还原闪光灯拍摄时丢失的缝隙阴影;游戏场景用
    ao_mode="gltf"
    ),仅bump时不使用法线贴图,
    height_as="displacement"
    会弃用法线贴图并设置三次方插值、Displacement and Bump模式,Poliigon纹理的缩放设为0.2(固定20厘米范围);添加简单细分并平滑着色。UV平铺尺寸=纹理集的物理尺寸。刚体无UV:
    projection="BOX"
    。程序化材质:使用物体坐标(变形网格用UV),Noise Detail最高为5(每提升一级性能开销翻倍,Price)。检查点:
    M.audit_material(mat, obj)
    无错误。
  3. 蒙版制作。 Kaspar的原则是蒙版精细度匹配顶点密度:大范围柔和蒙版用顶点色(Price的环境场景同理:平铺UV会重复图像笔触,布局会变化),精细或需导出的细节用贴图,边缘饰边用UV条带。无头模式下:使用
    M.mask_from_points
    、
    M.write_vertex_values
    、
    M.smooth_attribute
    、
    M.curvature_attribute
    、
    M.TexelMap
    +
    M.project
    。Price的Color Burn技巧:用经对比度提升的高度图(B)叠加柔光蒙版(A)的颜色减淡效果,可让蒙版沿砖块或灰缝分布(见流程P18)。检查点:将每个蒙版作为自发光渲染验证。
  4. 层级效果。 调用
    M.add_wear(mat, edge_color=..., edge_roughness=..., edge_metallic=1)
    添加变化、缝隙/脏污和边缘剥落效果。混合模式:Multiply用于变暗(尘垢、霉菌),Screen用于变亮(风化白霜、高光;Add会超出1范围),高度链上用Subtract制作剥落效果(Price)。层级顺序决定老化程度(贴花放在脏污层之前会显得更旧)。贴花:Alpha通道接入系数,扩展模式设为Clip(
    M.add_decal
    )。检查点:
    M.preview(objs, out, rigs=("studio", "roughness"))
    :效果贴合形体和水流路径,无均匀感,平铺重复被打破。
  5. 角色专属效果。 调用
    M.stylized_skin(mat, obj=body)
    (蒙版包括
    col_brighter/col_darker/col_lips/col_sss/col_rough
    );每个眼睛对象调用
    M.stylized_eye
    (原点在眼球中心),搭配
    M.cornea_material
    并设置
    cornea.visible_shadow = False
    ;头发高光:使用Anisotropic,在发丝对齐的UV贴图上搭配Tangent节点(仅Cycles支持)。检查点:
    rigs=("backlit",)
    预览:耳朵、鼻孔、嘴唇、手指处有红色透光;正面无蜡质感;巩膜呈米白色。
  6. 风格化手绘光影(Abbitt):顶部提亮,底部压暗,缝隙处用Multiply加深,边缘处用Screen提亮。无头模式下:通过曲率属性调用
    M.painted_light(mat, obj)
    ,烘焙自发光,用
    rigs=("unlit",)
    校验。
  7. 绘制(蒙版无法实现的效果)。 GUI模式:笔刷为资产(
    Paint Hard/Soft
    、
    Airbrush
    、
    Blur
    、
    Smear
    、
    Fill
    、
    Mask
    );Blender 5.2默认初始会话绘制颜色为黑色,需先设置笔刷和统一颜色;笔触从屏幕投影,因此要正对表面(Abbitt);擦除需要Alpha通道;bleed范围8-12像素(Kaspar、Abbitt)。使用
    M.gui_texture_stroke()
    :它会强制重绘(投影绘制会使用上一次绘制的深度缓冲进行遮挡:在设置调用中发出的笔触一次仅绘制162个纹素,而非约14000个,另一次则完全覆盖)并重新采样笔触。无头模式下:
    M.TexelMap
    +
    M.paint_stroke
    按世界距离绘制,包含接缝;调用
    M.dilate
    后执行
    M.save_image
    (脚本永远不会将图像与.blend文件一起保存)。检查点:从跨越接缝的视角渲染验证。
  8. 外观开发检查与烘焙。 调用
    M.preview
    (EEVEE和Cycles,studio、backlit、roughness预设)、
    M.value_report
    ,使用带标签的帧和节点组(Kaspar、Price)。通过自发光烘焙程序化通道,采样数30+,通过重建贴图验证效果(参考scenario-blender-uv-baking技能)。

Numbers

参数参考值

ValueNumberSource
Dielectric albedo / metal reflectancesRGB about 30 to 240 / 180 to 255; metallic 0 or 1ranges [added]; binary metallic: Ryan King, Price
Skin roughness0.68 to 0.72, rough zones 0.72 to 1, lips and mouth about 0.4Kaspar
PoresVoronoi Smooth F1 scales 100 and 200, noise mix 0.2 to 0.25Kaspar, on his UVs
Skin SSS scale (5.2)0.005 to 0.04 mmeasured on a 0.33 m head; Kaspar's v1 0.02 to 0.15 is waxy in 5.2
BumpDistance about 0.001, Strength 0.1 to 0.2 for fabricKaspar
DisplacementScale 0.2 (Poliigon), Midlevel 0.5, Cubic, 16-bit sourcePrice
Brick wall roughnessabout 0.7Price
Color tweakHue within 0.5 plus or minus 0.04Price
Noise Detail5 or lessPrice
Edge-wear Bevel radius0.04 on a 1 m cratemeasured
Paint bleed / island margin8 to 12 px / 0.01 to 0.05Kaspar, Abbitt
Painted height2K, 32-bit float, base 0.5, Non-ColorKaspar; 0.5 gray base also Ryan King
Bake samples30 minimumKaspar
参数数值来源
电介质反照率/金属反射率sRGB约30-240 / 180-255;金属度为0或1范围[新增];二元金属度:Ryan King、Price
皮肤粗糙度0.68-0.72,粗糙区域0.72-1,嘴唇和口腔约0.4Kaspar
毛孔Voronoi Smooth F1 缩放100和200,噪点混合度0.2-0.25Kaspar,基于他的UV设置
皮肤SSS缩放(5.2版本)0.005-0.04米在0.33米高的头部模型上实测;Kaspar的v1版本数值0.02-0.15在5.2中会显得蜡质感重
Bump织物的Distance约0.001,Strength 0.1-0.2Kaspar
Displacement缩放0.2(Poliigon),中间值0.5,三次方插值,16位源图Price
砖墙粗糙度约0.7Price
颜色调整色相在0.5基础上±0.04以内Price
Noise Detail5及以下Price
边缘磨损Bevel半径1米木箱上为0.04实测
绘制bleed / 岛屿边距8-12像素 / 0.01-0.05Kaspar、Abbitt
绘制高度图2K,32位浮点,基础值0.5,Non-Color色彩空间Kaspar;0.5灰色基础值也符合Ryan King的标准
烘焙采样数最低30Kaspar

Quality gates

质量检查标准

Measurable:
  • M.audit_material(mat, obj)
    : color spaces by role, no image straight into Normal, explicit UV maps, Bump Distance at most 0.05, no Add Shader or raw summed normals, Emission Strength set, no gray constant metallic, normal map plus displacement flagged, non-Cubic displacement image, Noise Detail above 6, unsaved images.
  • M.value_report(objs)
    : dielectric albedo within 30 to 243 sRGB (under 2% outside), metal above 180, fractional metallic under 5% (live Bevel/AO wear exceeds it until baked), roughness std above 0.01.
  • Scale applied; color attributes named
    col_*
    and matching every Attribute node exactly (Kaspar, Price).
Visual:
M.preview
EEVEE vs Cycles nearly identical; roughness row shows breakup; backlit glow only where flesh is thin; grazing light shows relief without terracing; repeats broken at distance; per-layer mute renders each add something (Price); scale against a human reference.
可量化指标:
  • M.audit_material(mat, obj)
    检查项:按用途设置色彩空间、无图像直接接入Normal输入、明确指定UV贴图、Bump Distance不超过0.05、无Add Shader或原始法线叠加、Emission Strength已设置、无灰色常量金属度、标记法线贴图与位移同时使用的情况、位移图像未使用三次方插值、Noise Detail高于6、图像未保存。
  • M.value_report(objs)
    检查项:电介质反照率在sRGB 30-243范围内(超出比例低于2%)、金属反照率高于180、部分金属度低于5%(实时Bevel/AO磨损在烘焙前会超出该值)、粗糙度标准差高于0.01。
  • 已应用缩放;颜色属性命名为
    col_*
    格式,且与所有Attribute节点完全匹配(Kaspar、Price)。
视觉检查:
M.preview
中EEVEE与Cycles效果几乎一致;粗糙度预览行显示细节变化;背光仅在皮肤薄的位置有透光;掠射光下凹凸效果无阶梯感;远距离下平铺重复被打破;逐层静音渲染验证每层都有贡献(Price);对照人体参考物确认比例正确。

Common mistakes

常见问题

MistakeLooks likeFix
Data map left sRGBbent bump, wrong glossNon-Color
Normal map and displacement together (Node Wrangler default)doubled or broken reliefkeep one
Displacement with no geometry or Catmull-Clarknothing, or rounded cornersSimple subdivision, shade smooth
Pre-4.5 Bump Distance 1.0stepped, plasticreal height, about 0.001 to 0.01
Emission Color set, Strength 0no glowStrength above 0
Kaspar's v1 SSS values in 5.2waxy white ears0.005 to 0.04, check backlit
Bevel wear or Pointiness in EEVEE or gameswear missingbake, or
curvature_attribute
Threshold on live Bevel/AO for metallicgrainy gray bordersbake, then threshold
Cornea shell in EEVEE, default thicknessiris magnifiedThickness 0 (
cornea_material
)
Mask straight from Noiseeffect barely visibleramp or Map Range for contrast
Stroke right after setuppartial or no paint, varies per runredraw first (
gui_texture_stroke
)
Paint color never set / new color attributeblack strokes / white maskset colors; write zeros first
Box projection or Generated coords on a rigtexture swimsUV coordinates
错误表现修复方法
数据贴图误用sRGB空间凹凸变形,光泽错误改为Non-Color
法线贴图与位移同时使用(Node Wrangler默认设置)凹凸效果重复或错乱保留其中一个
无足够几何面或未使用Catmull-Clark细分时用位移无效果,或圆角变形添加简单细分,平滑着色
4.5版本前的Bump Distance默认值1.0阶梯感强,塑料感重设置为真实高度,约0.001-0.01
设置了Emission Color,但Strength为0无发光效果Strength设为大于0的值
在5.2版本中使用Kaspar v1版SSS数值耳朵呈蜡白色改为0.005-0.04,背光下检查
在EEVEE或游戏中使用Bevel磨损或Pointiness磨损效果丢失烘焙,或使用
curvature_attribute
对实时Bevel/AO做金属度阈值处理边缘颗粒感强,发灰先烘焙,再做阈值处理
EEVEE中角膜壳层使用默认厚度虹膜被放大Thickness设为0(
cornea_material
)
直接使用Noise输出作为蒙版效果几乎不可见用ramp或Map Range提升对比度
设置后立即绘制笔触绘制不完整或无效果,每次结果不同先重绘(使用
gui_texture_stroke
)
未设置绘制颜色 / 新建颜色属性笔触为黑色 / 蒙版为白色设置颜色;先写入零值
在绑定模型上使用盒式投影或Generated坐标纹理漂移使用UV坐标

Blender 5.2 notes

Blender 5.2 注意事项

  • Principled v2: Subsurface Weight/Scale (no Subsurface Color), Specular IOR Level, Transmission Weight, Coat, Emission Strength default 0. Sockets by name; Mix node by index (RGBA: A=6, B=7, Result=2).
  • Color spaces
    sRGB
    ,
    Non-Color
    ,
    Linear Rec.709
    . Displacement node Scale default 0.01;
    material.displacement_method
    (not
    material.cycles
    ); EEVEE displaces since 4.2 (Displacement and Bump).
  • use_nodes
    deprecated;
    surface_render_method
    replaces
    blend_method
    ; refraction needs
    use_raytrace_refraction
    plus scene ray tracing.
  • EEVEE ignores anisotropy, Bevel, Pointiness, Random Per Island (verified). Random Walk SSS rescaled in 5.2. Musgrave is inside Noise.
  • Brushes are assets; custom brushes need "Save Changes to Asset" (Abbitt);
    image_brush_type
    ; Blur is
    SOFTEN
    ; sample color
    Shift+X
    .
  • paint.vertex_color_dirt
    works headless in Object mode; byte images store encoded values, float
    Linear Rec.709
    images convert to sRGB when saved as PNG.
  • Principled v2节点:包含Subsurface Weight/Scale(无Subsurface Color)、Specular IOR Level、Transmission Weight、Coat,Emission Strength默认值为0。输入槽按名称访问;Mix节点按索引访问(RGBA模式:A=6,B=7,Result=2)。
  • 色彩空间包括
    sRGB
    、
    Non-Color
    、
    Linear Rec.709
    。Displacement节点的Scale默认值为0.01;使用
    material.displacement_method
    (而非
    material.cycles
    );EEVEE从4.2版本开始支持位移(Displacement and Bump模式)。
  • use_nodes
    已弃用;
    surface_render_method
    替代
    blend_method
    ;折射需要开启
    use_raytrace_refraction
    以及场景光线追踪。
  • EEVEE不支持anisotropy、Bevel、Pointiness、Random Per Island(已验证)。Random Walk SSS在5.2版本中缩放比例已调整。Musgrave节点已整合到Noise节点中。
  • 笔刷属于资产;自定义笔刷需要执行
    "Save Changes to Asset"
    (Abbitt);
    image_brush_type
    ;Blur笔刷对应
    SOFTEN
    类型;采样颜色快捷键为
    Shift+X
    。
  • paint.vertex_color_dirt
    可在物体模式下无头运行;字节图像存储编码值,浮点型
    Linear Rec.709
    图像保存为PNG时会转换为sRGB。

References

参考资料

  • references/procedures.md
    : tested code for every stage (texture sets, displacement rule, box projection, wear, curvature, decals, skin, eyes, anisotropy, GUI and headless painting, high-pass, checks, camera-ray world, clay switch, painted light, Color Burn masks, physical UV scale).
  • references/expert-notes.md
    : reasoning per expert with timestamps and the disagreements with their deciding conditions.
  • references/critique.md
    : rubric for judging your own renders and node trees.
  • references/sources.md
    : every source video, credential, best timestamps.
  • references/procedures.md
    :各阶段的经过测试的代码(纹理集、位移规则、盒式投影、磨损、曲率、贴花、皮肤、眼睛、各向异性、GUI与无头绘制、高通、检查项、相机射线世界、黏土模式切换、手绘光影、Color Burn蒙版、物理UV缩放)。
  • references/expert-notes.md
    :每位专家的思路说明,附带时间戳和不同观点的适用条件。
  • references/critique.md
    :用于自评渲染效果和节点树的评分标准。
  • references/sources.md
    :所有来源视频、专家资质、最佳时间戳。