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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-01-21 02:40:42 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-02-03 14:20:26 +0300
commitf9ea097a872290d20cd94504adb3172165cb770d (patch)
tree1560b65cd6b5077e8690b26bb4b2f2ff251ff358 /intern/cycles/kernel/shaders
parent37beac8eb823bd81b411426bfc8718639577b179 (diff)
Cycles: add Vector Displacement node and extend Displacement node.
This adds midlevel and object/world space for displacement, and a vector displacement node with tangent/object/world space, midlevel and scale. Note that tangent space vector displacement still is not exactly compatible with maps created by other software, this will require changes to the tangent computation. Differential Revision: https://developer.blender.org/D1734
Diffstat (limited to 'intern/cycles/kernel/shaders')
-rw-r--r--intern/cycles/kernel/shaders/CMakeLists.txt1
-rw-r--r--intern/cycles/kernel/shaders/node_displacement.osl15
-rw-r--r--intern/cycles/kernel/shaders/node_vector_displacement.osl60
3 files changed, 73 insertions, 3 deletions
diff --git a/intern/cycles/kernel/shaders/CMakeLists.txt b/intern/cycles/kernel/shaders/CMakeLists.txt
index fb983a44579..5e8e98773d9 100644
--- a/intern/cycles/kernel/shaders/CMakeLists.txt
+++ b/intern/cycles/kernel/shaders/CMakeLists.txt
@@ -24,6 +24,7 @@ set(SRC_OSL
node_convert_from_vector.osl
node_diffuse_bsdf.osl
node_displacement.osl
+ node_vector_displacement.osl
node_emission.osl
node_environment_texture.osl
node_fresnel.osl
diff --git a/intern/cycles/kernel/shaders/node_displacement.osl b/intern/cycles/kernel/shaders/node_displacement.osl
index fb81533c778..89f35841527 100644
--- a/intern/cycles/kernel/shaders/node_displacement.osl
+++ b/intern/cycles/kernel/shaders/node_displacement.osl
@@ -17,13 +17,22 @@
#include "stdosl.h"
shader node_displacement(
+ string space = "object",
float Height = 0.0,
+ float Midlevel = 0.5,
float Scale = 1.0,
normal Normal = N,
output vector Displacement = vector(0.0, 0.0, 0.0))
{
- Displacement = normalize(transform("object", Normal));
- Displacement *= Height * Scale;
- Displacement = transform("object", "world", Displacement);
+ Displacement = Normal;
+ if(space == "object") {
+ Displacement = transform("object", Displacement);
+ }
+
+ Displacement = normalize(Displacement) * (Height - Midlevel) * Scale;
+
+ if(space == "object") {
+ Displacement = transform("object", "world", Displacement);
+ }
}
diff --git a/intern/cycles/kernel/shaders/node_vector_displacement.osl b/intern/cycles/kernel/shaders/node_vector_displacement.osl
new file mode 100644
index 00000000000..b19bc228e37
--- /dev/null
+++ b/intern/cycles/kernel/shaders/node_vector_displacement.osl
@@ -0,0 +1,60 @@
+/*
+ * Copyright 2011-2013 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "stdosl.h"
+
+shader node_vector_displacement(
+ color Vector = color(0.0, 0.0, 0.0),
+ float Midlevel = 0.0,
+ float Scale = 1.0,
+ string space = "tangent",
+ string attr_name = "geom:tangent",
+ string attr_sign_name = "geom:tangent_sign",
+ output vector Displacement = vector(0.0, 0.0, 0.0))
+{
+ vector offset = (Vector - vector(Midlevel)) * Scale;
+
+ if(space == "tangent") {
+ /* Tangent space. */
+ vector N_object = normalize(transform("world", "object", N));
+
+ vector T_object;
+ if(getattribute(attr_name, T_object)) {
+ T_object = normalize(T_object);
+ }
+ else {
+ T_object = normalize(dPdu);
+ }
+
+ vector B_object = normalize(cross(N_object, T_object));
+ float tangent_sign;
+ if(getattribute(attr_sign_name, tangent_sign)) {
+ B_object *= tangent_sign;
+ }
+
+ Displacement = T_object*offset[0] + N_object*offset[1] + B_object*offset[2];
+ }
+ else {
+ /* Object or world space. */
+ Displacement = offset;
+ }
+
+ if(space != "world") {
+ /* Tangent or object space. */
+ Displacement = transform("object", "world", Displacement);
+ }
+}
+