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	<title>Doc:2.6/Manual/Render/Cycles/Materials/Surface - 版の履歴</title>
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	<updated>2026-06-19T11:52:20Z</updated>
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		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T19:46:51Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:46時点における版&lt;/td&gt;
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		<author><name>Yamyam</name></author>
		
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		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Render/Cycles/Materials/Surface&amp;diff=107738&amp;oldid=prev</id>
		<title>wiki&gt;Mam711: minor edits</title>
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		<updated>2013-07-30T05:54:23Z</updated>

		<summary type="html">&lt;p&gt;minor edits&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header||}}&lt;br /&gt;
&lt;br /&gt;
=Surface=&lt;br /&gt;
&lt;br /&gt;
The surface shader defines the light interaction at the surface of the mesh. One or more {{abbr|BSDF|Bidirectional scattering distribution function}}s specify if incoming light is reflected back, refracted into the mesh, or absorbed.&lt;br /&gt;
&lt;br /&gt;
Emission defines how light is emitted from the surface, allowing any surface to become a light source.&lt;br /&gt;
&lt;br /&gt;
==Terminology==&lt;br /&gt;
&lt;br /&gt;
* '''BSDF''' stands for bidirectional scattering distribution function. It defines how light is reflected and refracted at a surface.&lt;br /&gt;
* '''Reflection'''  {{abbr|BSDF|Bidirectional scattering distribution function}}s reflect an incoming ray on the same side of the surface.&lt;br /&gt;
* '''Transmission'''  {{abbr|BSDF|Bidirectional scattering distribution function}}s transmit an incoming ray through the surface, leaving on the other side.&lt;br /&gt;
* '''Refraction'''  {{abbr|BSDF|Bidirectional scattering distribution function}}s are a type of '''Transmission''', transmitting an incoming ray and changing its direction as it exits on the other side of the surface.&lt;br /&gt;
&lt;br /&gt;
==BSDF Parameters==&lt;br /&gt;
&lt;br /&gt;
A major difference from non-physically based renderers is that direct light reflection from lamps and indirect light reflection of other surfaces are not decoupled, but rather handled using a single {{abbr|BSDF|Bidirectional scattering distribution function}}. This limits the possibilities a bit, but we believe overall it is helpful in creating consistent-looking renders with fewer parameters to tune.&lt;br /&gt;
&lt;br /&gt;
For glossy {{abbr|BSDF|Bidirectional scattering distribution function}}s, '''roughness''' parameters control the sharpness of the reflection, from 0.0 (perfectly sharp) to 1.0 (very soft). Compared to '''hardness''' or '''exponent''' parameters, it has the advantage of being in the range 0.0..1.0, and as a result gives more linear control and is more easily textureable. The relation is roughly: ''roughness = 1 - 1/hardness''&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mam711</name></author>
		
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