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authorPascal Schoen <pascal_schoen@gmx.net>2016-05-30 13:40:56 +0300
committerPascal Schoen <pascal_schoen@gmx.net>2016-05-30 13:40:56 +0300
commitdd139ead7e04aa87a894ccf3732cfce711258ff1 (patch)
treef09f2934090e642e69feb8189011f1a6b5b85d93 /intern/cycles/kernel/shaders
parent11160fa4e1c32230119d4506e7e9fd3da2ab37f2 (diff)
Switched to the improved subsurface scattering from Christensen and
Burley
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r--intern/cycles/kernel/shaders/node_disney_bsdf.osl2
-rw-r--r--intern/cycles/kernel/shaders/stdosl.h2
2 files changed, 2 insertions, 2 deletions
diff --git a/intern/cycles/kernel/shaders/node_disney_bsdf.osl b/intern/cycles/kernel/shaders/node_disney_bsdf.osl
index e23bf770784..8cd80d636fc 100644
--- a/intern/cycles/kernel/shaders/node_disney_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_disney_bsdf.osl
@@ -34,7 +34,7 @@ shader node_disney_bsdf(
output closure color BSDF = 0)
{
if (Metallic != 1.0) {
- BSDF = (disney_diffuse(Normal, BaseColor, Subsurface, Roughness)
+ BSDF = (((Subsurface * BaseColor * bssrdf_burley(Normal, vector(1.0, 1.0, 1.0), 0.0, BaseColor)) + disney_diffuse(Normal, BaseColor, Roughness) * (1.0 - Subsurface))
+ disney_sheen(Normal, BaseColor, Sheen, SheenTint)) * (1.0 - Metallic);
}
diff --git a/intern/cycles/kernel/shaders/stdosl.h b/intern/cycles/kernel/shaders/stdosl.h
index 883edb32ca5..ba88f0f4a79 100644
--- a/intern/cycles/kernel/shaders/stdosl.h
+++ b/intern/cycles/kernel/shaders/stdosl.h
@@ -536,7 +536,7 @@ closure color emission() BUILTIN;
closure color background() BUILTIN;
closure color holdout() BUILTIN;
closure color ambient_occlusion() BUILTIN;
-closure color disney_diffuse(normal N, color baseColor, float subsurface, float roughness) BUILTIN;
+closure color disney_diffuse(normal N, color baseColor, float roughness) BUILTIN;
closure color disney_sheen(normal N, color baseColor, float sheen, float sheenTint) BUILTIN;
closure color disney_specular(normal N, normal T, color baseColor, float metallic, float specular, float specularTint,
float roughness, float anisotropic) BUILTIN;