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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2017-06-21 20:24:57 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2017-06-21 20:55:20 +0300
commit14ea0c5fccfdbd8d244758709185160e45222dc3 (patch)
treec067ee04c07760fb19e9accac89fff1ea45653ee /intern
parent22466a5bdff73afb6ad3afd408e265517e4f3733 (diff)
Fix T51849: change Cycles clearcoat gloss to roughness.
This is compatible with UE4 and more consistent with specular and transmission roughness, even if it deviates from the original Disney BRDF.
Diffstat (limited to 'intern')
-rw-r--r--intern/cycles/kernel/osl/osl_closures.cpp8
-rw-r--r--intern/cycles/kernel/shaders/node_principled_bsdf.osl4
-rw-r--r--intern/cycles/kernel/shaders/stdosl.h2
-rw-r--r--intern/cycles/kernel/svm/svm_closure.h10
-rw-r--r--intern/cycles/render/nodes.cpp12
-rw-r--r--intern/cycles/render/nodes.h4
6 files changed, 20 insertions, 20 deletions
diff --git a/intern/cycles/kernel/osl/osl_closures.cpp b/intern/cycles/kernel/osl/osl_closures.cpp
index 5b66793a05d..f76fc0d6fea 100644
--- a/intern/cycles/kernel/osl/osl_closures.cpp
+++ b/intern/cycles/kernel/osl/osl_closures.cpp
@@ -191,7 +191,7 @@ BSDF_CLOSURE_CLASS_END(PrincipledSheen, principled_sheen)
class PrincipledClearcoatClosure : public CBSDFClosure {
public:
MicrofacetBsdf params;
- float clearcoat, clearcoat_gloss;
+ float clearcoat, clearcoat_roughness;
MicrofacetBsdf *alloc(ShaderData *sd, int path_flag, float3 weight)
{
@@ -202,8 +202,8 @@ public:
bsdf->ior = 1.5f;
- bsdf->alpha_x = 0.1f * (1.0f - clearcoat_gloss) + 0.001f * clearcoat_gloss;
- bsdf->alpha_y = 0.1f * (1.0f - clearcoat_gloss) + 0.001f * clearcoat_gloss;
+ bsdf->alpha_x = clearcoat_roughness;
+ bsdf->alpha_y = clearcoat_roughness;
bsdf->extra->cspec0 = make_float3(0.04f, 0.04f, 0.04f);
bsdf->extra->clearcoat = clearcoat;
@@ -226,7 +226,7 @@ ClosureParam *closure_bsdf_principled_clearcoat_params()
static ClosureParam params[] = {
CLOSURE_FLOAT3_PARAM(PrincipledClearcoatClosure, params.N),
CLOSURE_FLOAT_PARAM(PrincipledClearcoatClosure, clearcoat),
- CLOSURE_FLOAT_PARAM(PrincipledClearcoatClosure, clearcoat_gloss),
+ CLOSURE_FLOAT_PARAM(PrincipledClearcoatClosure, clearcoat_roughness),
CLOSURE_STRING_KEYPARAM(PrincipledClearcoatClosure, label, "label"),
CLOSURE_FINISH_PARAM(PrincipledClearcoatClosure)
};
diff --git a/intern/cycles/kernel/shaders/node_principled_bsdf.osl b/intern/cycles/kernel/shaders/node_principled_bsdf.osl
index 9d85d56ba78..2bb981c3918 100644
--- a/intern/cycles/kernel/shaders/node_principled_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_principled_bsdf.osl
@@ -32,7 +32,7 @@ shader node_principled_bsdf(
float Sheen = 0.0,
float SheenTint = 0.5,
float Clearcoat = 0.0,
- float ClearcoatGloss = 1.0,
+ float ClearcoatRoughness = 0.03,
float IOR = 1.45,
float Transmission = 0.0,
float TransmissionRoughness = 0.0,
@@ -114,7 +114,7 @@ shader node_principled_bsdf(
}
if (Clearcoat > 1e-5) {
- BSDF = BSDF + principled_clearcoat(ClearcoatNormal, Clearcoat, ClearcoatGloss);
+ BSDF = BSDF + principled_clearcoat(ClearcoatNormal, Clearcoat, ClearcoatRoughness * ClearcoatRoughness);
}
}
diff --git a/intern/cycles/kernel/shaders/stdosl.h b/intern/cycles/kernel/shaders/stdosl.h
index 289d1091b0a..c91d2918687 100644
--- a/intern/cycles/kernel/shaders/stdosl.h
+++ b/intern/cycles/kernel/shaders/stdosl.h
@@ -546,7 +546,7 @@ closure color holdout() BUILTIN;
closure color ambient_occlusion() BUILTIN;
closure color principled_diffuse(normal N, float roughness) BUILTIN;
closure color principled_sheen(normal N) BUILTIN;
-closure color principled_clearcoat(normal N, float clearcoat, float clearcoat_gloss) BUILTIN;
+closure color principled_clearcoat(normal N, float clearcoat, float clearcoat_roughness) BUILTIN;
// BSSRDF
closure color bssrdf_cubic(normal N, vector radius, float texture_blur, float sharpness) BUILTIN;
diff --git a/intern/cycles/kernel/svm/svm_closure.h b/intern/cycles/kernel/svm/svm_closure.h
index f3bbd7a7dac..c05da61ba5a 100644
--- a/intern/cycles/kernel/svm/svm_closure.h
+++ b/intern/cycles/kernel/svm/svm_closure.h
@@ -79,13 +79,13 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
#ifdef __PRINCIPLED__
case CLOSURE_BSDF_PRINCIPLED_ID: {
uint specular_offset, roughness_offset, specular_tint_offset, anisotropic_offset, sheen_offset,
- sheen_tint_offset, clearcoat_offset, clearcoat_gloss_offset, eta_offset, transmission_offset,
+ sheen_tint_offset, clearcoat_offset, clearcoat_roughness_offset, eta_offset, transmission_offset,
anisotropic_rotation_offset, transmission_roughness_offset;
uint4 data_node2 = read_node(kg, offset);
float3 T = stack_load_float3(stack, data_node.y);
decode_node_uchar4(data_node.z, &specular_offset, &roughness_offset, &specular_tint_offset, &anisotropic_offset);
- decode_node_uchar4(data_node.w, &sheen_offset, &sheen_tint_offset, &clearcoat_offset, &clearcoat_gloss_offset);
+ decode_node_uchar4(data_node.w, &sheen_offset, &sheen_tint_offset, &clearcoat_offset, &clearcoat_roughness_offset);
decode_node_uchar4(data_node2.x, &eta_offset, &transmission_offset, &anisotropic_rotation_offset, &transmission_roughness_offset);
// get Disney principled parameters
@@ -98,7 +98,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
float sheen = stack_load_float(stack, sheen_offset);
float sheen_tint = stack_load_float(stack, sheen_tint_offset);
float clearcoat = stack_load_float(stack, clearcoat_offset);
- float clearcoat_gloss = stack_load_float(stack, clearcoat_gloss_offset);
+ float clearcoat_roughness = stack_load_float(stack, clearcoat_roughness_offset);
float transmission = stack_load_float(stack, transmission_offset);
float anisotropic_rotation = stack_load_float(stack, anisotropic_rotation_offset);
float transmission_roughness = stack_load_float(stack, transmission_roughness_offset);
@@ -398,8 +398,8 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
bsdf->ior = 1.5f;
bsdf->extra = extra;
- bsdf->alpha_x = 0.1f * (1.0f - clearcoat_gloss) + 0.001f * clearcoat_gloss;
- bsdf->alpha_y = 0.1f * (1.0f - clearcoat_gloss) + 0.001f * clearcoat_gloss;
+ bsdf->alpha_x = clearcoat_roughness * clearcoat_roughness;
+ bsdf->alpha_y = clearcoat_roughness * clearcoat_roughness;
bsdf->extra->cspec0 = make_float3(0.04f, 0.04f, 0.04f);
bsdf->extra->clearcoat = clearcoat;
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 57b475e5cd0..166156f7ac3 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -2308,13 +2308,13 @@ NODE_DEFINE(PrincipledBsdfNode)
SOCKET_IN_FLOAT(subsurface, "Subsurface", 0.0f);
SOCKET_IN_VECTOR(subsurface_radius, "Subsurface Radius", make_float3(0.1f, 0.1f, 0.1f));
SOCKET_IN_FLOAT(specular, "Specular", 0.0f);
- SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f);
+ SOCKET_IN_FLOAT(roughness, "Roughness", 0.5f);
SOCKET_IN_FLOAT(specular_tint, "Specular Tint", 0.0f);
SOCKET_IN_FLOAT(anisotropic, "Anisotropic", 0.0f);
SOCKET_IN_FLOAT(sheen, "Sheen", 0.0f);
SOCKET_IN_FLOAT(sheen_tint, "Sheen Tint", 0.0f);
SOCKET_IN_FLOAT(clearcoat, "Clearcoat", 0.0f);
- SOCKET_IN_FLOAT(clearcoat_gloss, "Clearcoat Gloss", 0.0f);
+ SOCKET_IN_FLOAT(clearcoat_roughness, "Clearcoat Roughness", 0.03f);
SOCKET_IN_FLOAT(ior, "IOR", 0.0f);
SOCKET_IN_FLOAT(transmission, "Transmission", 0.0f);
SOCKET_IN_FLOAT(transmission_roughness, "Transmission Roughness", 0.0f);
@@ -2351,7 +2351,7 @@ void PrincipledBsdfNode::attributes(Shader *shader, AttributeRequestSet *attribu
void PrincipledBsdfNode::compile(SVMCompiler& compiler, ShaderInput *p_metallic, ShaderInput *p_subsurface, ShaderInput *p_subsurface_radius,
ShaderInput *p_specular, ShaderInput *p_roughness, ShaderInput *p_specular_tint, ShaderInput *p_anisotropic,
- ShaderInput *p_sheen, ShaderInput *p_sheen_tint, ShaderInput *p_clearcoat, ShaderInput *p_clearcoat_gloss,
+ ShaderInput *p_sheen, ShaderInput *p_sheen_tint, ShaderInput *p_clearcoat, ShaderInput *p_clearcoat_roughness,
ShaderInput *p_ior, ShaderInput *p_transmission, ShaderInput *p_anisotropic_rotation, ShaderInput *p_transmission_roughness)
{
ShaderInput *base_color_in = input("Base Color");
@@ -2374,7 +2374,7 @@ void PrincipledBsdfNode::compile(SVMCompiler& compiler, ShaderInput *p_metallic,
int sheen_offset = compiler.stack_assign(p_sheen);
int sheen_tint_offset = compiler.stack_assign(p_sheen_tint);
int clearcoat_offset = compiler.stack_assign(p_clearcoat);
- int clearcoat_gloss_offset = compiler.stack_assign(p_clearcoat_gloss);
+ int clearcoat_roughness_offset = compiler.stack_assign(p_clearcoat_roughness);
int ior_offset = compiler.stack_assign(p_ior);
int transmission_offset = compiler.stack_assign(p_transmission);
int transmission_roughness_offset = compiler.stack_assign(p_transmission_roughness);
@@ -2391,7 +2391,7 @@ void PrincipledBsdfNode::compile(SVMCompiler& compiler, ShaderInput *p_metallic,
compiler.add_node(normal_offset, tangent_offset,
compiler.encode_uchar4(specular_offset, roughness_offset, specular_tint_offset, anisotropic_offset),
- compiler.encode_uchar4(sheen_offset, sheen_tint_offset, clearcoat_offset, clearcoat_gloss_offset));
+ compiler.encode_uchar4(sheen_offset, sheen_tint_offset, clearcoat_offset, clearcoat_roughness_offset));
compiler.add_node(compiler.encode_uchar4(ior_offset, transmission_offset, anisotropic_rotation_offset, transmission_roughness_offset),
distribution, SVM_STACK_INVALID, SVM_STACK_INVALID);
@@ -2419,7 +2419,7 @@ void PrincipledBsdfNode::compile(SVMCompiler& compiler)
{
compile(compiler, input("Metallic"), input("Subsurface"), input("Subsurface Radius"), input("Specular"),
input("Roughness"), input("Specular Tint"), input("Anisotropic"), input("Sheen"), input("Sheen Tint"),
- input("Clearcoat"), input("Clearcoat Gloss"), input("IOR"), input("Transmission"),
+ input("Clearcoat"), input("Clearcoat Roughness"), input("IOR"), input("Transmission"),
input("Anisotropic Rotation"), input("Transmission Roughness"));
}
diff --git a/intern/cycles/render/nodes.h b/intern/cycles/render/nodes.h
index 687a86e3223..c6ab47fcc84 100644
--- a/intern/cycles/render/nodes.h
+++ b/intern/cycles/render/nodes.h
@@ -378,13 +378,13 @@ public:
bool has_bssrdf_bump();
void compile(SVMCompiler& compiler, ShaderInput *metallic, ShaderInput *subsurface, ShaderInput *subsurface_radius,
ShaderInput *specular, ShaderInput *roughness, ShaderInput *specular_tint, ShaderInput *anisotropic,
- ShaderInput *sheen, ShaderInput *sheen_tint, ShaderInput *clearcoat, ShaderInput *clearcoat_gloss,
+ ShaderInput *sheen, ShaderInput *sheen_tint, ShaderInput *clearcoat, ShaderInput *clearcoat_roughness,
ShaderInput *ior, ShaderInput *transmission, ShaderInput *anisotropic_rotation, ShaderInput *transmission_roughness);
float3 base_color;
float3 subsurface_color, subsurface_radius;
float metallic, subsurface, specular, roughness, specular_tint, anisotropic,
- sheen, sheen_tint, clearcoat, clearcoat_gloss, ior, transmission,
+ sheen, sheen_tint, clearcoat, clearcoat_roughness, ior, transmission,
anisotropic_rotation, transmission_roughness;
float3 normal, clearcoat_normal, tangent;
float surface_mix_weight;