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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2014-06-08 14:46:12 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2014-06-14 15:49:57 +0400
commitb12151eceb76cab4a49f9df661ce6156bbeaaa21 (patch)
treec2815e24e4bc45e840efc6ff1069684c5c4a3049 /intern/cycles/kernel/shaders/node_glossy_bsdf.osl
parentceb68e809edf37ea3fd010692dc3f4367b78cf61 (diff)
Cycles: glossy and anisotropic BSDF changes
* Anisotropic BSDF now supports GGX and Beckmann distributions, Ward has been removed because other distributions are superior. * GGX is now the default distribution for all glossy and anisotropic nodes, since it looks good, has low noise and is fast to evaluate. * Ashikhmin-Shirley is now available in the Glossy BSDF.
Diffstat (limited to 'intern/cycles/kernel/shaders/node_glossy_bsdf.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_glossy_bsdf.osl4
1 files changed, 3 insertions, 1 deletions
diff --git a/intern/cycles/kernel/shaders/node_glossy_bsdf.osl b/intern/cycles/kernel/shaders/node_glossy_bsdf.osl
index b4e0fe62223..5c727ca6917 100644
--- a/intern/cycles/kernel/shaders/node_glossy_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_glossy_bsdf.osl
@@ -19,7 +19,7 @@
shader node_glossy_bsdf(
color Color = 0.8,
- string distribution = "Beckmann",
+ string distribution = "GGX",
float Roughness = 0.2,
normal Normal = N,
output closure color BSDF = 0)
@@ -30,6 +30,8 @@ shader node_glossy_bsdf(
BSDF = Color * microfacet_beckmann(Normal, Roughness);
else if (distribution == "GGX")
BSDF = Color * microfacet_ggx(Normal, Roughness);
+ else
+ BSDF = Color * ashikhmin_shirley(Normal, vector(0, 0, 0), Roughness, Roughness);
}