BSDF
BSDF layers can be used both for diffuse shading of the surface (left) and for simulating reflections (center). In the case of Anisotropy, the reflection is additionally distorted in one direction, as is typical for brushed metals, for example (right).
Note:
This Node is only available when editing a classic Cinema 4D Node Material.
This Node is created automatically when you create a new Node Material and defines the specular properties of a surface. By default, BSDF calculates indirect lighting by means of diffuse reflections. Although this is very realistic, the calculation often takes quite a long time - especially for interior renderings. To remedy this, there is the option Use Color Channel for Node Material (Project Preferences). BSDF is then changed to work with Global Illumination in the render presets.
