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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2012-11-06 23:59:02 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2012-11-06 23:59:02 +0400
commit27d647dcf8c5d9ea46133761c899bce0860e0fa2 (patch)
tree8c3ef1e71c55f5e79be2a73a1650c2a61a50a8d2 /source/blender/editors/space_node
parentccffb6811c9db614047e9dba0eb5e509609128dc (diff)
Cycles: 4 new nodes.
* Tangent: generate a tangent direction for anisotropic shading. Can be either radial around X/Y/Z axis, or from a UV map. The default tangent for the anisotropic BSDF and geometry node is now always radial Z, for UV tangent use this node now. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent * Normal Map: generate a perturbed normal from an RGB normal map image. This is usually chained with an Image Texture node in the color input, to specify the normal map image. For tangent space normal maps, the UV coordinates for the image must match, and the image texture should be set to Non-Color mode to give correct results. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map * Refraction BSDF: for best results this node should be considered as a building block and not be used on its own, but rather mixed with a glossy node using a fresnel type factor. Otherwise it will give quite dark results at the edges for glossy refraction. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction * Ambient Occlusion: controls the amount of AO a surface receives, rather than having just a global factor in the world. Note that this outputs a shader and not a color, that's for another time. http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
Diffstat (limited to 'source/blender/editors/space_node')
-rw-r--r--source/blender/editors/space_node/drawnode.c31
1 files changed, 31 insertions, 0 deletions
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index 0938562857b..b99842502ec 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -1379,6 +1379,30 @@ static void node_shader_buts_tex_coord(uiLayout *layout, bContext *UNUSED(C), Po
uiItemR(layout, ptr, "from_dupli", 0, NULL, 0);
}
+static void node_shader_buts_normal_map(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
+{
+ uiItemR(layout, ptr, "space", 0, "", 0);
+
+ if(RNA_enum_get(ptr, "space") == SHD_NORMAL_MAP_TANGENT)
+ uiItemR(layout, ptr, "uv_map", 0, NULL, 0);
+}
+
+static void node_shader_buts_tangent(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
+{
+ uiLayout *split, *row;
+
+ split = uiLayoutSplit(layout, 0.0f, FALSE);
+
+ uiItemR(split, ptr, "direction_type", 0, "", 0);
+
+ row = uiLayoutRow(split, FALSE);
+
+ if(RNA_enum_get(ptr, "direction_type") == SHD_TANGENT_UVMAP)
+ uiItemR(row, ptr, "uv_map", 0, "", 0);
+ else
+ uiItemR(row, ptr, "axis", UI_ITEM_R_EXPAND, NULL, 0);
+}
+
static void node_shader_buts_glossy(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "distribution", 0, "", ICON_NONE);
@@ -1491,8 +1515,15 @@ static void node_shader_set_butfunc(bNodeType *ntype)
case SH_NODE_TEX_COORD:
ntype->uifunc = node_shader_buts_tex_coord;
break;
+ case SH_NODE_NORMAL_MAP:
+ ntype->uifunc = node_shader_buts_normal_map;
+ break;
+ case SH_NODE_TANGENT:
+ ntype->uifunc = node_shader_buts_tangent;
+ break;
case SH_NODE_BSDF_GLOSSY:
case SH_NODE_BSDF_GLASS:
+ case SH_NODE_BSDF_REFRACTION:
ntype->uifunc = node_shader_buts_glossy;
break;
case SH_NODE_SCRIPT: