diff options
Diffstat (limited to 'source/blender/nodes/NOD_static_types.h')
-rw-r--r-- | source/blender/nodes/NOD_static_types.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h index 7c7f114bb78..71d8f014399 100644 --- a/source/blender/nodes/NOD_static_types.h +++ b/source/blender/nodes/NOD_static_types.h @@ -64,7 +64,7 @@ DefNode(ShaderNode, SH_NODE_BSDF_DIFFUSE, 0, "BSD DefNode(ShaderNode, SH_NODE_BSDF_PRINCIPLED, def_principled, "BSDF_PRINCIPLED", BsdfPrincipled, "Principled BSDF", "Physically-based, easy-to-use shader for rendering surface materials, based on the Disney principled model also known as the \"PBR\" shader") DefNode(ShaderNode, SH_NODE_BSDF_GLOSSY, def_glossy, "BSDF_GLOSSY", BsdfGlossy, "Glossy BSDF", "Reflection with microfacet distribution, used for materials such as metal or mirrors") DefNode(ShaderNode, SH_NODE_BSDF_GLASS, def_glass, "BSDF_GLASS", BsdfGlass, "Glass BSDF", "Glass-like shader mixing refraction and reflection at grazing angles") -DefNode(ShaderNode, SH_NODE_BSDF_REFRACTION, def_refraction, "BSDF_REFRACTION", BsdfRefraction, "Refraction BSDF", "Glossy refraction with sharp or microfacet distribution,. Typically used for materials that transmit light") +DefNode(ShaderNode, SH_NODE_BSDF_REFRACTION, def_refraction, "BSDF_REFRACTION", BsdfRefraction, "Refraction BSDF", "Glossy refraction with sharp or microfacet distribution, typically used for materials that transmit light") DefNode(ShaderNode, SH_NODE_BSDF_TRANSLUCENT, 0, "BSDF_TRANSLUCENT", BsdfTranslucent, "Translucent BSDF", "Lambertian diffuse transmission") DefNode(ShaderNode, SH_NODE_BSDF_TRANSPARENT, 0, "BSDF_TRANSPARENT", BsdfTransparent, "Transparent BSDF", "Transparency without refraction, passing straight through the surface as if there were no geometry") DefNode(ShaderNode, SH_NODE_BSDF_VELVET, 0, "BSDF_VELVET", BsdfVelvet, "Velvet BSDF", "Reflection for materials such as cloth.\nTypically mixed with other shaders (such as a Diffuse Shader) and is not particularly useful on its own") |