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authorPascal Schoen <pascal_schoen@gmx.net>2016-09-08 13:24:43 +0300
committerPascal Schoen <pascal_schoen@gmx.net>2016-09-08 13:24:43 +0300
commit7cb37d711938e5626651db21f20da50edd96abaf (patch)
tree7588f5754a39c0b9052912eb50c1d494a2bb313c /intern/cycles/blender
parentcdd29d06bb86672ed0779eefb8eee95796b8f939 (diff)
Added selection field to the Disney BSDF node for switching between
"Multiscatter GGX" and "GGX" In the "GGX" mode there is an additional parameter for changing the refraction roughness for materials with smooth surfaces and rough interns (e.g. honey). With the "Multiscatter GGX" this effect can't be produced at the moment and so here will be no separation of the two roughness values.
Diffstat (limited to 'intern/cycles/blender')
-rw-r--r--intern/cycles/blender/blender_shader.cpp12
1 files changed, 11 insertions, 1 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 171b8241280..fc13faef4d1 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -518,7 +518,17 @@ static ShaderNode *add_node(Scene *scene,
node = hair;
}
else if(b_node.is_a(&RNA_ShaderNodeBsdfDisney)) {
- node = new DisneyBsdfNode();
+ BL::ShaderNodeBsdfDisney b_disney_node(b_node);
+ DisneyBsdfNode *disney = new DisneyBsdfNode();
+ switch (b_disney_node.distribution()) {
+ case BL::ShaderNodeBsdfDisney::distribution_GGX:
+ disney->distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID;
+ break;
+ case BL::ShaderNodeBsdfDisney::distribution_MULTI_GGX:
+ disney->distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID;
+ break;
+ }
+ node = disney;
}
else if(b_node.is_a(&RNA_ShaderNodeBsdfTranslucent)) {
node = new TranslucentBsdfNode();