PojoQuiet - Stylized BSDF
Stylized BSDF 是 Blender 5.1 的一个完整的 NPR(非写实渲染)着色器,无需复杂的节点设置即可提供工作室品质的风格化材质。
与仅处理基本赛璐珞着色的标准卡通着色器不同,Stylized BSDF 提供了一套完整的、对艺术家友好的控制选项——包括多层图案、风格化反射、线稿、次表面散射和独立的阴影遮罩。所有功能都打包在一个易于使用的节点组中。
无论您是在创作动漫角色、插图风格的环境、动态图形还是概念艺术,Stylized BSDF 都能适配您的风格。
它的不同之处在于: 每个组件都是为风格化工作流而设计的,而非物理精确渲染。金属反射是“伪造的”、由艺术家控制的。发射使用菲涅尔效果,使中心发光更亮。阴影是色阶化的,而非柔和的。这些是由一位 NPR 艺术家为 NPR 艺术家做出的有意选择。
主要功能:
图案系统
将风格化纹理独立应用于漫反射着色和高光。可选择交叉排线、半色调、虚线或画笔图案。调整宽高比以匹配您的屏幕空间分辨率,然后分别缩放和调整每个图案的强度。
风格化高光与金属
不遵守物理规律的、对艺术家友好的“伪造”反射。控制粗糙度(高光锐利度)、反射平滑度(反射的圆润程度)和反射细节(反射图案的缩放比例)。金属开关可启用风格化反射表面,而无需 PBR 的复杂性。
线稿系统
直接当着色器内部生成风格化轮廓。控制厚度、阈值、不透明度和颜色。Multiply Self(自身倍增)开关可采样基础着色并将其与自身相乘——从而创建能动态适应表面的线稿。
次表面散射
在表面下方添加柔和的有色光晕。控制距离、权重、色调和色调因子。对于皮肤、蜡、树叶或任何需要半透明效果的材质至关重要。
阴影遮罩输入
连接任何遮罩(顶点颜色、纹理等)以选择性地控制阴影出现的位置。忽略着色切换可完全绕过场景光照,仅使用连接的遮罩。
完整的 AOV 支持
所有主要组件都作为独立的 AOV(任意输出变量)输出,以便进行独立的合成控制:基础色、图案、高光图案、高光、金属、次表面散射、线稿、着色和阴影遮罩。
要求: Blender 5.1 或更高版本

Stylized BSDF is a complete NPR (Non‑Photorealistic Rendering) shader for Blender 5.1 that gives you studio‑quality stylized materials without complex node setups.
Unlike standard toon shaders that only handle basic cel shading, Stylized BSDF provides a full suite of artist‑friendly controls — including multi‑layered patterns, stylized reflections, lineart, subsurface scattering, and independent shadow masking. Everything is packaged into a single, easy‑to‑use node group.
Whether you're creating anime characters, illustrated environments, motion graphics, or concept art, Stylized BSDF adapts to your style.
What makes it different? Every component is designed for stylized workflows, not physically accurate rendering. The metallic reflections are “fake” and artist‑controlled. The emission uses Fresnel to glow brighter at the center. Shadows are posterized, not soft. These are deliberate choices made for NPR artists, by an NPR artist.
Key Features:
Pattern System
Apply stylized textures to both diffuse shading and highlights independently. Choose from Crosshatch, Halftone, Dash, or Paint patterns. Adjust the aspect ratio to match your screen space resolution, then scale and intensify each pattern separately.
Stylized Specular & Metallic
Fake, artist‑friendly reflections that don't obey physical rules. Control Roughness (highlight sharpness), Reflection Smoothness (the roundness of reflections), and Reflection Detail (the scale of reflection patterns). The Metallic toggle enables stylized reflective surfaces without PBR complexity.
Lineart System
Generate stylized outlines directly within the shader. Control Thickness, Threshold, Opacity, and Color. The Multiply Self toggle samples the base shading and multiplies it over itself — creating lineart that dynamically adapts to the surface.
Subsurface Scattering
Add soft, colored light bleed beneath surfaces. Control Distance, Weight, Tint, and Tint Factor. Essential for skin, wax, leaves, or any material needing translucency.
Shadow Mask Input
Connect any mask (vertex color, texture, etc.) to selectively control where shadows appear. The Ignore Shading toggle bypasses scene lighting entirely and uses only the connected mask.
Full AOV Support
All major components output as separate AOVs for independent compositing control: Base Color, Patterns, Highlight Pattern, Specular, Metallic, Subsurface, Lineart, Shading, and Shadow Mask.
Requirements: Blender 5.1 or later
描述:
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