﻿<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="ja">
	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Doc%3A2.6%2FManual%2FRender%2FCycles%2FMaterials%2FSurface</id>
	<title>Doc:2.6/Manual/Render/Cycles/Materials/Surface - 版の履歴</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Doc%3A2.6%2FManual%2FRender%2FCycles%2FMaterials%2FSurface"/>
	<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Render/Cycles/Materials/Surface&amp;action=history"/>
	<updated>2026-10-31T08:25:41Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
	<generator>MediaWiki 1.31.0</generator>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Render/Cycles/Materials/Surface&amp;diff=107739&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Render/Cycles/Materials/Surface&amp;diff=107739&amp;oldid=prev"/>
		<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;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&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;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<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>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Render/Cycles/Materials/Surface&amp;diff=107738&amp;oldid=prev"/>
		<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;
* &amp;#039;&amp;#039;&amp;#039;BSDF&amp;#039;&amp;#039;&amp;#039; stands for bidirectional scattering distribution function. It defines how light is reflected and refracted at a surface.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Reflection&amp;#039;&amp;#039;&amp;#039;  {{abbr|BSDF|Bidirectional scattering distribution function}}s reflect an incoming ray on the same side of the surface.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Transmission&amp;#039;&amp;#039;&amp;#039;  {{abbr|BSDF|Bidirectional scattering distribution function}}s transmit an incoming ray through the surface, leaving on the other side.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Refraction&amp;#039;&amp;#039;&amp;#039;  {{abbr|BSDF|Bidirectional scattering distribution function}}s are a type of &amp;#039;&amp;#039;&amp;#039;Transmission&amp;#039;&amp;#039;&amp;#039;, 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, &amp;#039;&amp;#039;&amp;#039;roughness&amp;#039;&amp;#039;&amp;#039; parameters control the sharpness of the reflection, from 0.0 (perfectly sharp) to 1.0 (very soft). Compared to &amp;#039;&amp;#039;&amp;#039;hardness&amp;#039;&amp;#039;&amp;#039; or &amp;#039;&amp;#039;&amp;#039;exponent&amp;#039;&amp;#039;&amp;#039; 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: &amp;#039;&amp;#039;roughness = 1 - 1/hardness&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mam711</name></author>
		
	</entry>
</feed>