Shaders: Diffuse BSDF
|Function||Output a colour value without reflections/speculars|
|Nearest C4D equivalent||Simple material with the reflectance channel disabled|
When you create a new Dffiuse BSDF Material, this node is automatically created and linked to the output node. This node is not always required in an Object Material - you could create a pure reflective material using a Glossy BSDF node alone, for example - but is often included as it gives a coloured surface with no reflection that can be mixed with other nodes to get the desired result.
Note: a * symbol next to the name indicates the parameter also has an input port. A # symbol indicates that the parameter can only be changed with an input node, not in the node itself.
You can change the colour directly in this parameter, but you can input the colour from any other node which has a Color output. This is where you would link an Image Texture node to use a bitmap, for example.
The 'roughness' of the surface. This is a very subtle effect but can be very useful for surfaces which don't need a bump map but do need to look not perfectly smooth.
The range of values is from 0.0 to 1.0.
With this setting you can alter the surface normals of the object, which will have a significant effect on the rendered output since it will affect the way light is reflected from the surface.
This setting requires a vector input, so you need to link another node with a vector output port to this port. For example, this is where you would link the output from a Bump node to give bump mapping of the surface or from a Normal Map node for normal mapping..
A shader port which can be linked with shader ports on other nodes.