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authorSv. Lockal <lockalsash@gmail.com>2015-05-05 09:11:54 +0300
committerSv. Lockal <lockalsash@gmail.com>2015-05-05 09:11:54 +0300
commit7201f6d14c0161ad9a0d4143d1c5caf872e0d93e (patch)
treecf3d0b69ed4a1ad54a42c4c9322df396ab3e2a0e /intern/cycles/render/nodes.h
parent22bbd1c51219aafb40adb3e9a206f660a621fd70 (diff)
Cycles: Use curve approximation for blackbody instead of lookup table
Now we calculate color in range 800..12000 using an approximation a/x+bx+c for R and G and ((at + b)t + c)t + d) for B. Max absolute error for RGB for non-lut function is less than 0.0001, which is enough to get the same 8 bit/channel color as for OSL with a noticeable performance difference. However there is a slight visible difference between previous non-OSL implementation because of lookup table interpolation and offset-by-one mistake. The previous implementation gave black color outside of soft range (t > 12000), now it gives the same color as for 12000. Also blackbody node without input connected is being converted to value input at shader compile time. Reviewers: dingto, sergey Reviewed By: dingto Subscribers: nutel, brecht, juicyfruit Differential Revision: https://developer.blender.org/D1280
Diffstat (limited to 'intern/cycles/render/nodes.h')
-rw-r--r--intern/cycles/render/nodes.h2
1 files changed, 0 insertions, 2 deletions
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index ee984773dcf..686fb5e2fd7 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -549,8 +549,6 @@ public:
class BlackbodyNode : public ShaderNode {
public:
SHADER_NODE_CLASS(BlackbodyNode)
-
- bool has_converter_blackbody() { return true; }
};
class MathNode : public ShaderNode {