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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-11-06 23:59:02 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-11-06 23:59:02 +0400
commit27d647dcf8c5d9ea46133761c899bce0860e0fa2 (patch)
tree8c3ef1e71c55f5e79be2a73a1650c2a61a50a8d2 /intern/cycles/kernel/shaders/node_normal_map.osl
parentccffb6811c9db614047e9dba0eb5e509609128dc (diff)
Cycles: 4 new nodes.
* Tangent: generate a tangent direction for anisotropic shading. Can be either radial around X/Y/Z axis, or from a UV map. The default tangent for the anisotropic BSDF and geometry node is now always radial Z, for UV tangent use this node now. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent * Normal Map: generate a perturbed normal from an RGB normal map image. This is usually chained with an Image Texture node in the color input, to specify the normal map image. For tangent space normal maps, the UV coordinates for the image must match, and the image texture should be set to Non-Color mode to give correct results. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map * Refraction BSDF: for best results this node should be considered as a building block and not be used on its own, but rather mixed with a glossy node using a fresnel type factor. Otherwise it will give quite dark results at the edges for glossy refraction. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction * Ambient Occlusion: controls the amount of AO a surface receives, rather than having just a global factor in the world. Note that this outputs a shader and not a color, that's for another time. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
Diffstat (limited to 'intern/cycles/kernel/shaders/node_normal_map.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_normal_map.osl48
1 files changed, 48 insertions, 0 deletions
diff --git a/intern/cycles/kernel/shaders/node_normal_map.osl b/intern/cycles/kernel/shaders/node_normal_map.osl
new file mode 100644
index 00000000000..e238313509e
--- /dev/null
+++ b/intern/cycles/kernel/shaders/node_normal_map.osl
@@ -0,0 +1,48 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#include "stdosl.h"
+
+shader node_normal_map(
+ normal NormalIn = N,
+ color Color = color(0.5, 0.5, 1.0),
+ string space = "Tangent",
+ string attr_name = "geom:tangent",
+ string attr_sign_name = "geom:tangent_sign",
+ output normal Normal = NormalIn)
+{
+ color mcolor = 2.0*color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
+
+ if (space == "Tangent") {
+ vector tangent;
+ float tangent_sign;
+
+ getattribute(attr_name, tangent);
+ getattribute(attr_sign_name, tangent_sign);
+
+ tangent = transform("object", "world", tangent);
+
+ vector B = tangent_sign * cross(NormalIn, tangent);
+ Normal = normalize(mcolor[0] * tangent + mcolor[1] * B + mcolor[2] * NormalIn);
+ }
+ else if (space == "Object")
+ Normal = normalize(transform("object", "world", vector(mcolor)));
+ else if (space == "World")
+ Normal = normalize(vector(mcolor));
+}
+