diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-09-04 02:39:17 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2013-09-04 02:39:17 +0400 |
commit | b314209356288c3768faa1d7fbd7b1bf9d179a7a (patch) | |
tree | 2fafde8bdccff99e294acb34dbca90605e2e5327 /intern/cycles/kernel/svm/svm_closure.h | |
parent | 9467d9940583d6c3a2e1b83f854453da9e64fdd7 (diff) |
Cycles: add a sharpness input to the Cubic SSS falloff. When set to 1 this will
give a result more similar to the Compatible falloff option. The scale is x2
though to keep the perceived scatter radius roughly the same while changing the
sharpness. Difference with compatible will be mainly on non-flat geometry.
Diffstat (limited to 'intern/cycles/kernel/svm/svm_closure.h')
-rw-r--r-- | intern/cycles/kernel/svm/svm_closure.h | 15 |
1 files changed, 10 insertions, 5 deletions
diff --git a/intern/cycles/kernel/svm/svm_closure.h b/intern/cycles/kernel/svm/svm_closure.h index 42d98092b41..9a9aefa5b29 100644 --- a/intern/cycles/kernel/svm/svm_closure.h +++ b/intern/cycles/kernel/svm/svm_closure.h @@ -108,13 +108,13 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st if(mix_weight == 0.0f) return; - float3 N = stack_valid(data_node.y)? stack_load_float3(stack, data_node.y): sd->N; + float3 N = stack_valid(data_node.x)? stack_load_float3(stack, data_node.x): sd->N; #else decode_node_uchar4(node.y, &type, ¶m1_offset, ¶m2_offset, NULL); float mix_weight = 1.0f; uint4 data_node = read_node(kg, offset); - float3 N = stack_valid(data_node.y)? stack_load_float3(stack, data_node.y): sd->N; + float3 N = stack_valid(data_node.x)? stack_load_float3(stack, data_node.x): sd->N; #endif float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __uint_as_float(node.z); @@ -279,10 +279,10 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st sc->N = N; #ifdef __ANISOTROPIC__ - sc->T = stack_load_float3(stack, data_node.z); + sc->T = stack_load_float3(stack, data_node.y); /* rotate tangent */ - float rotation = stack_load_float(stack, data_node.w); + float rotation = stack_load_float(stack, data_node.z); if(rotation != 0.0f) sc->T = rotate_around_axis(sc->T, sc->N, rotation * M_2PI_F); @@ -353,7 +353,9 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st if(sample_weight > 1e-5f && sd->num_closure+2 < MAX_CLOSURE) { /* radius * scale */ - float3 radius = stack_load_float3(stack, data_node.w)*param1; + float3 radius = stack_load_float3(stack, data_node.z)*param1; + /* sharpness */ + float sharpness = stack_load_float(stack, data_node.w); /* texture color blur */ float texture_blur = param2; @@ -363,6 +365,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st sc->sample_weight = sample_weight; sc->data0 = radius.x; sc->data1 = texture_blur; + sc->T.x = sharpness; #ifdef __OSL__ sc->prim = NULL; #endif @@ -378,6 +381,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st sc->sample_weight = sample_weight; sc->data0 = radius.y; sc->data1 = texture_blur; + sc->T.x = sharpness; #ifdef __OSL__ sc->prim = NULL; #endif @@ -393,6 +397,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st sc->sample_weight = sample_weight; sc->data0 = radius.z; sc->data1 = texture_blur; + sc->T.x = sharpness; #ifdef __OSL__ sc->prim = NULL; #endif |