diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-12-20 01:17:16 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2012-12-20 01:17:16 +0400 |
commit | 54729df02096da1f3404d4d4891f30752bf90778 (patch) | |
tree | 5fd2ef2365e5e8b1f55b7857dae899f22da5a394 /intern/cycles/kernel/kernel_montecarlo.h | |
parent | 8d4c61a2ab386f212bab2865aab76501fe29b48f (diff) |
Cycles OSL: diffuse_toon and specular_toon closures. These are toon shaders with
a size parameter between 0.0 and 1.0 that gives a angle of reflection between
0° and 90°, and a smooth parameter that gives and angle over which a smooth
transition from full to no reflection happens.
These work with global illumination and do importance sampling of the area within
the angle. Note that unlike most other BSDF's these are not energy conserving in
general, in particular if their weight is 1.0 and size > 2/3 (or 60°) they will
add more energy in each bounce.
Diffuse: http://www.pasteall.org/pic/show.php?id=42119
Specular: http://www.pasteall.org/pic/show.php?id=42120
Diffstat (limited to 'intern/cycles/kernel/kernel_montecarlo.h')
-rw-r--r-- | intern/cycles/kernel/kernel_montecarlo.h | 16 |
1 files changed, 16 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_montecarlo.h b/intern/cycles/kernel/kernel_montecarlo.h index 48d1aa64c9f..fb66501c336 100644 --- a/intern/cycles/kernel/kernel_montecarlo.h +++ b/intern/cycles/kernel/kernel_montecarlo.h @@ -105,6 +105,22 @@ __device_inline void sample_uniform_hemisphere(const float3 N, *pdf = 0.5f * M_1_PI_F; } +__device_inline void sample_uniform_cone(const float3 N, float angle, + float randu, float randv, + float3 *omega_in, float *pdf) +{ + float z = cosf(angle*randu); + float r = sqrtf(max(0.0f, 1.0f - z*z)); + float phi = 2.0f * M_PI_F * randv; + float x = r * cosf(phi); + float y = r * sinf(phi); + + float3 T, B; + make_orthonormals (N, &T, &B); + *omega_in = x * T + y * B + z * N; + *pdf = 0.5f * M_1_PI_F / (1.0f - cosf(angle)); +} + __device float3 sample_uniform_sphere(float u1, float u2) { float z = 1.0f - 2.0f*u1; |