diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-11-06 23:59:02 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-11-06 23:59:02 +0400 |
commit | 27d647dcf8c5d9ea46133761c899bce0860e0fa2 (patch) | |
tree | 8c3ef1e71c55f5e79be2a73a1650c2a61a50a8d2 /intern/cycles/blender/blender_shader.cpp | |
parent | ccffb6811c9db614047e9dba0eb5e509609128dc (diff) |
Cycles: 4 new nodes.
* Tangent: generate a tangent direction for anisotropic shading. Can be either
radial around X/Y/Z axis, or from a UV map. The default tangent for the
anisotropic BSDF and geometry node is now always radial Z, for UV tangent use
this node now.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent
* Normal Map: generate a perturbed normal from an RGB normal map image. This
is usually chained with an Image Texture node in the color input, to specify
the normal map image. For tangent space normal maps, the UV coordinates for
the image must match, and the image texture should be set to Non-Color mode
to give correct results.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map
* Refraction BSDF: for best results this node should be considered as a building
block and not be used on its own, but rather mixed with a glossy node using a
fresnel type factor. Otherwise it will give quite dark results at the edges for
glossy refraction.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction
* Ambient Occlusion: controls the amount of AO a surface receives, rather than
having just a global factor in the world. Note that this outputs a shader and
not a color, that's for another time.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
Diffstat (limited to 'intern/cycles/blender/blender_shader.cpp')
-rw-r--r-- | intern/cycles/blender/blender_shader.cpp | 38 |
1 files changed, 37 insertions, 1 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp index 1f8d86a7f70..6dc0bbdb90e 100644 --- a/intern/cycles/blender/blender_shader.cpp +++ b/intern/cycles/blender/blender_shader.cpp @@ -173,6 +173,7 @@ static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scen case BL::ShaderNode::type_OUTPUT: break; case BL::ShaderNode::type_SQUEEZE: break; case BL::ShaderNode::type_TEXTURE: break; + case BL::ShaderNode::type_FRAME: break; /* handled outside this function */ case BL::ShaderNode::type_GROUP: break; /* existing blender nodes */ @@ -366,6 +367,23 @@ static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scen node = glass; break; } + case BL::ShaderNode::type_BSDF_REFRACTION: { + BL::ShaderNodeBsdfRefraction b_refraction_node(b_node); + RefractionBsdfNode *refraction = new RefractionBsdfNode(); + switch(b_refraction_node.distribution()) { + case BL::ShaderNodeBsdfRefraction::distribution_SHARP: + refraction->distribution = ustring("Sharp"); + break; + case BL::ShaderNodeBsdfRefraction::distribution_BECKMANN: + refraction->distribution = ustring("Beckmann"); + break; + case BL::ShaderNodeBsdfRefraction::distribution_GGX: + refraction->distribution = ustring("GGX"); + break; + } + node = refraction; + break; + } case BL::ShaderNode::type_BSDF_TRANSLUCENT: { node = new TranslucentBsdfNode(); break; @@ -382,6 +400,10 @@ static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scen node = new EmissionNode(); break; } + case BL::ShaderNode::type_AMBIENT_OCCLUSION: { + node = new AmbientOcclusionNode(); + break; + } case BL::ShaderNode::type_VOLUME_ISOTROPIC: { node = new IsotropicVolumeNode(); break; @@ -573,7 +595,21 @@ static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scen node = sky; break; } - case BL::ShaderNode::type_FRAME: { + case BL::ShaderNode::type_NORMAL_MAP: { + BL::ShaderNodeNormalMap b_normal_map_node(b_node); + NormalMapNode *nmap = new NormalMapNode(); + nmap->space = NormalMapNode::space_enum[(int)b_normal_map_node.space()]; + nmap->attribute = b_normal_map_node.uv_map(); + node = nmap; + break; + } + case BL::ShaderNode::type_TANGENT: { + BL::ShaderNodeTangent b_tangent_node(b_node); + TangentNode *tangent = new TangentNode(); + tangent->direction_type = TangentNode::direction_type_enum[(int)b_tangent_node.direction_type()]; + tangent->axis = TangentNode::axis_enum[(int)b_tangent_node.axis()]; + tangent->attribute = b_tangent_node.uv_map(); + node = tangent; break; } } |