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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-08-18 18:15:57 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-08-18 18:15:57 +0400
commitd43682d51bbe70448b328980d29c3a08cf4d4a26 (patch)
treef4e265a9280e67756d8cb284a392dc1ed084b96f /intern/cycles/kernel/kernel_types.h
parenta2541508ac9918ce614b87a88f25993788b3ce3b (diff)
Cycles: Subsurface Scattering
New features: * Bump mapping now works with SSS * Texture Blur factor for SSS, see the documentation for details: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering Work in progress for feedback: Initial implementation of the "BSSRDF Importance Sampling" paper, which uses a different importance sampling method. It gives better quality results in many ways, with the availability of both Cubic and Gaussian falloff functions, but also tends to be more noisy when using the progressive integrator and does not give great results with some geometry. It works quite well for the non-progressive integrator and is often less noisy there. This code may still change a lot, so unless you're testing it may be best to stick to the Compatible falloff function. Skin test render and file that takes advantage of the gaussian falloff: http://www.pasteall.org/pic/show.php?id=57661 http://www.pasteall.org/pic/show.php?id=57662 http://www.pasteall.org/blend/23501
Diffstat (limited to 'intern/cycles/kernel/kernel_types.h')
-rw-r--r--intern/cycles/kernel/kernel_types.h17
1 files changed, 10 insertions, 7 deletions
diff --git a/intern/cycles/kernel/kernel_types.h b/intern/cycles/kernel/kernel_types.h
index 3008698313e..3421ba44007 100644
--- a/intern/cycles/kernel/kernel_types.h
+++ b/intern/cycles/kernel/kernel_types.h
@@ -43,6 +43,7 @@ CCL_NAMESPACE_BEGIN
#define BSSRDF_LOOKUP_TABLE_SIZE (BSSRDF_RADIUS_TABLE_SIZE*BSSRDF_REFL_TABLE_SIZE*2)
#define BSSRDF_MIN_RADIUS 1e-8f
#define BSSRDF_MAX_ATTEMPTS 8
+#define BSSRDF_MAX_HITS 4
#define BB_DRAPPER 800.0f
#define BB_MAX_TABLE_RANGE 12000.0f
@@ -214,12 +215,13 @@ enum PathRayFlag {
PATH_RAY_SHADOW_TRANSPARENT = 256,
PATH_RAY_SHADOW = (PATH_RAY_SHADOW_OPAQUE|PATH_RAY_SHADOW_TRANSPARENT),
- PATH_RAY_MIS_SKIP = 512,
+ PATH_RAY_CURVE = 512, /* visibility flag to define curve segments*/
- PATH_RAY_ALL = (1|2|4|8|16|32|64|128|256|512),
+ PATH_RAY_ALL_VISIBILITY = (1|2|4|8|16|32|64|128|256|512),
- /* visibility flag to define curve segments*/
- PATH_RAY_CURVE = 1024,
+ PATH_RAY_MIS_SKIP = 1024,
+ PATH_RAY_DIFFUSE_ANCESTOR = 2048,
+ PATH_RAY_GLOSSY_ANCESTOR = 4096,
/* this gives collisions with localview bits
* see: blender_util.h, grr - Campbell */
@@ -507,11 +509,12 @@ enum ShaderDataFlag {
SD_HAS_TRANSPARENT_SHADOW = 1024, /* has transparent shadow */
SD_HAS_VOLUME = 2048, /* has volume shader */
SD_HOMOGENEOUS_VOLUME = 4096, /* has homogeneous volume */
+ SD_HAS_BSSRDF_BUMP = 8192, /* bssrdf normal uses bump */
/* object flags */
- SD_HOLDOUT_MASK = 8192, /* holdout for camera rays */
- SD_OBJECT_MOTION = 16384, /* has object motion blur */
- SD_TRANSFORM_APPLIED = 32768 /* vertices have transform applied */
+ SD_HOLDOUT_MASK = 16384, /* holdout for camera rays */
+ SD_OBJECT_MOTION = 32768, /* has object motion blur */
+ SD_TRANSFORM_APPLIED = 65536 /* vertices have transform applied */
};
struct KernelGlobals;