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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2011-09-16 17:14:02 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2011-09-16 17:14:02 +0400
commit66b1dfae89cc44953bd51c5da962cab437e76972 (patch)
treee7679b3e554fb4f1bb6f68775c8619bcde0da822 /intern/cycles/kernel/osl/nodes/node_glossy_bsdf.osl
parent0a5fcf3da3e82fd114095c8c2903d927f15ffc31 (diff)
Cycles: tweaks to properties and nodes
* Passes renamed to samples * Camera lens radius renamed to aperature size/blades/rotation * Glass and fresnel nodes input is now index of refraction * Glossy and velvet fresnel socket removed * Mix/add closure node renamed to mix/add shader node * Blend weight node added for shader mixing weights There is some version patching code for reading existing files, but it's not perfect, so shaders may work a bit different.
Diffstat (limited to 'intern/cycles/kernel/osl/nodes/node_glossy_bsdf.osl')
-rw-r--r--intern/cycles/kernel/osl/nodes/node_glossy_bsdf.osl14
1 files changed, 3 insertions, 11 deletions
diff --git a/intern/cycles/kernel/osl/nodes/node_glossy_bsdf.osl b/intern/cycles/kernel/osl/nodes/node_glossy_bsdf.osl
index ca6bee74b38..aa446b66cfb 100644
--- a/intern/cycles/kernel/osl/nodes/node_glossy_bsdf.osl
+++ b/intern/cycles/kernel/osl/nodes/node_glossy_bsdf.osl
@@ -23,23 +23,15 @@ shader node_glossy_bsdf(
color Color = color(0.8, 0.8, 0.8),
string distribution = "Beckmann",
float Roughness = 0.2,
- float Fresnel = 1.0,
normal Normal = N,
output closure color BSDF = diffuse(Normal))
{
- float Fr = 1.0;
-
- if(Fresnel < 1.0) {
- float eta = 1.0/clamp(1.0 - Fresnel, 1e-5, 1.0 - 1e-5);
- Fr = fresnel_dielectric(I, Normal, eta);
- }
-
if(distribution == "Sharp")
- BSDF = (Fr*Color)*reflection(Normal);
+ BSDF = Color*reflection(Normal);
else if(distribution == "Beckmann")
- BSDF = (Fr*Color)*microfacet_beckmann(Normal, Roughness);
+ BSDF = Color*microfacet_beckmann(Normal, Roughness);
else if(distribution == "GGX")
- BSDF = (Fr*Color)*microfacet_ggx(Normal, Roughness);
+ BSDF = Color*microfacet_ggx(Normal, Roughness);
}