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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/makesrna
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/makesrna')
-rw-r--r--source/blender/makesrna/intern/rna_nodetree.c61
-rw-r--r--source/blender/makesrna/intern/rna_nodetree_types.h6
2 files changed, 66 insertions, 1 deletions
diff --git a/source/blender/makesrna/intern/rna_nodetree.c b/source/blender/makesrna/intern/rna_nodetree.c
index 312469340a7..93f37682aa3 100644
--- a/source/blender/makesrna/intern/rna_nodetree.c
+++ b/source/blender/makesrna/intern/rna_nodetree.c
@@ -1850,6 +1850,67 @@ static void def_glossy(StructRNA *srna)
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
}
+static void def_sh_normal_map(StructRNA *srna)
+{
+ static EnumPropertyItem prop_space_items[] = {
+ {SHD_NORMAL_MAP_TANGENT, "TANGENT", 0, "Tangent Space", "Tangent space normal mapping"},
+ {SHD_NORMAL_MAP_OBJECT, "OBJECT", 0, "Object Space", "Object space normal mapping"},
+ {SHD_NORMAL_MAP_WORLD, "WORLD", 0, "World Space", "World space normal mapping"},
+ {0, NULL, 0, NULL, NULL}
+ };
+
+ PropertyRNA *prop;
+
+ RNA_def_struct_sdna_from(srna, "NodeShaderNormalMap", "storage");
+
+ prop = RNA_def_property(srna, "space", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_items(prop, prop_space_items);
+ RNA_def_property_ui_text(prop, "Space", "Space of the input normal");
+ RNA_def_property_update(prop, 0, "rna_Node_update");
+
+ prop = RNA_def_property(srna, "uv_map", PROP_STRING, PROP_NONE);
+ RNA_def_property_ui_text(prop, "UV Map", "Name of the UV Map for for tangent space maps");
+ RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
+
+ RNA_def_struct_sdna_from(srna, "bNode", NULL);
+}
+
+static void def_sh_tangent(StructRNA *srna)
+{
+ static EnumPropertyItem prop_direction_type_items[] = {
+ {SHD_TANGENT_RADIAL, "RADIAL", 0, "Radial", "Radial tangent around the X, Y or Z axis"},
+ {SHD_TANGENT_UVMAP, "UV_MAP", 0, "UV Map", "Tangent from UV map"},
+ {0, NULL, 0, NULL, NULL}
+ };
+
+ static EnumPropertyItem prop_axis_items[] = {
+ {SHD_TANGENT_AXIS_X, "X", 0, "X", "X axis"},
+ {SHD_TANGENT_AXIS_Y, "Y", 0, "Y", "Y axis"},
+ {SHD_TANGENT_AXIS_Z, "Z", 0, "Z", "Z axis"},
+ {0, NULL, 0, NULL, NULL}
+ };
+
+ PropertyRNA *prop;
+
+ RNA_def_struct_sdna_from(srna, "NodeShaderTangent", "storage");
+
+ prop = RNA_def_property(srna, "direction_type", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_items(prop, prop_direction_type_items);
+ RNA_def_property_ui_text(prop, "Direction", "Method to use for the tangent");
+ RNA_def_property_update(prop, 0, "rna_Node_update");
+
+ prop = RNA_def_property(srna, "axis", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_items(prop, prop_axis_items);
+ RNA_def_property_ui_text(prop, "Axis", "Axis for radial tangents");
+ RNA_def_property_update(prop, 0, "rna_Node_update");
+
+ prop = RNA_def_property(srna, "uv_map", PROP_STRING, PROP_NONE);
+ RNA_def_property_ui_text(prop, "UV Map", "Name of the UV Map for for tangent generated from UV");
+ RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
+
+ RNA_def_struct_sdna_from(srna, "bNode", NULL);
+}
+
static void def_sh_script(StructRNA *srna)
{
FunctionRNA *func;
diff --git a/source/blender/makesrna/intern/rna_nodetree_types.h b/source/blender/makesrna/intern/rna_nodetree_types.h
index c45c9b71442..fbbcbae6c12 100644
--- a/source/blender/makesrna/intern/rna_nodetree_types.h
+++ b/source/blender/makesrna/intern/rna_nodetree_types.h
@@ -65,12 +65,14 @@ DefNode( ShaderNode, SH_NODE_LAYER_WEIGHT, 0, "LA
DefNode( ShaderNode, SH_NODE_MIX_SHADER, 0, "MIX_SHADER", MixShader, "Mix Shader", "" )
DefNode( ShaderNode, SH_NODE_ADD_SHADER, 0, "ADD_SHADER", AddShader, "Add Shader", "" )
DefNode( ShaderNode, SH_NODE_ATTRIBUTE, def_sh_attribute, "ATTRIBUTE", Attribute, "Attribute", "" )
+DefNode( ShaderNode, SH_NODE_AMBIENT_OCCLUSION, 0, "AMBIENT_OCCLUSION", AmbientOcclusion, "Ambient Occlusion", "" )
DefNode( ShaderNode, SH_NODE_BACKGROUND, 0, "BACKGROUND", Background, "Background", "" )
DefNode( ShaderNode, SH_NODE_HOLDOUT, 0, "HOLDOUT", Holdout, "Holdout", "" )
DefNode( ShaderNode, SH_NODE_BSDF_ANISOTROPIC, 0, "BSDF_ANISOTROPIC", BsdfAnisotropic, "Anisotropic Bsdf", "" )
DefNode( ShaderNode, SH_NODE_BSDF_DIFFUSE, 0, "BSDF_DIFFUSE", BsdfDiffuse, "Diffuse Bsdf", "" )
DefNode( ShaderNode, SH_NODE_BSDF_GLOSSY, def_glossy, "BSDF_GLOSSY", BsdfGlossy, "Glossy Bsdf", "" )
DefNode( ShaderNode, SH_NODE_BSDF_GLASS, def_glossy, "BSDF_GLASS", BsdfGlass, "Glass Bsdf", "" )
+DefNode( ShaderNode, SH_NODE_BSDF_REFRACTION, def_glossy, "BSDF_REFRACTION", BsdfRefraction, "Refraction Bsdf", "" )
DefNode( ShaderNode, SH_NODE_BSDF_TRANSLUCENT, 0, "BSDF_TRANSLUCENT", BsdfTranslucent, "Translucent Bsdf", "" )
DefNode( ShaderNode, SH_NODE_BSDF_TRANSPARENT, 0, "BSDF_TRANSPARENT", BsdfTransparent, "Transparent Bsdf", "" )
DefNode( ShaderNode, SH_NODE_BSDF_VELVET, 0, "BSDF_VELVET", BsdfVelvet, "Velvet Bsdf", "" )
@@ -82,7 +84,9 @@ DefNode( ShaderNode, SH_NODE_LIGHT_PATH, 0, "LI
DefNode( ShaderNode, SH_NODE_LIGHT_FALLOFF, 0, "LIGHT_FALLOFF", LightFalloff, "Light Falloff", "" )
DefNode( ShaderNode, SH_NODE_OBJECT_INFO, 0, "OBJECT_INFO", ObjectInfo, "Object Info", "" )
DefNode( ShaderNode, SH_NODE_PARTICLE_INFO, 0, "PARTICLE_INFO", ParticleInfo, "Particle Info", "" )
-DefNode( ShaderNode, SH_NODE_BUMP, 0, "BUMP", BumpNode, "Bump", "" )
+DefNode( ShaderNode, SH_NODE_BUMP, 0, "BUMP", Bump, "Bump", "" )
+DefNode( ShaderNode, SH_NODE_NORMAL_MAP, def_sh_normal_map, "NORMAL_MAP", NormalMap, "Normal Map", "" )
+DefNode( ShaderNode, SH_NODE_TANGENT, def_sh_tangent, "TANGENT", Tangent, "Tangent", "" )
DefNode( ShaderNode, SH_NODE_SCRIPT, def_sh_script, "SCRIPT", Script, "Script", "" )
DefNode( ShaderNode, SH_NODE_TEX_IMAGE, def_sh_tex_image, "TEX_IMAGE", TexImage, "Image Texture", "" )
DefNode( ShaderNode, SH_NODE_TEX_ENVIRONMENT, def_sh_tex_environment, "TEX_ENVIRONMENT", TexEnvironment, "Environment Texture","" )