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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/nodes/NOD_shader.h
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/nodes/NOD_shader.h')
-rw-r--r--source/blender/nodes/NOD_shader.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/nodes/NOD_shader.h b/source/blender/nodes/NOD_shader.h
index 66ab15ce29f..e402924c04f 100644
--- a/source/blender/nodes/NOD_shader.h
+++ b/source/blender/nodes/NOD_shader.h
@@ -81,11 +81,15 @@ void register_node_type_sh_layer_weight(struct bNodeTreeType *ttype);
void register_node_type_sh_tex_coord(struct bNodeTreeType *ttype);
void register_node_type_sh_particle_info(struct bNodeTreeType *ttype);
void register_node_type_sh_script(struct bNodeTreeType *ttype);
+void register_node_type_sh_normal_map(struct bNodeTreeType *ttype);
+void register_node_type_sh_tangent(struct bNodeTreeType *ttype);
+void register_node_type_sh_ambient_occlusion(struct bNodeTreeType *ttype);
void register_node_type_sh_background(struct bNodeTreeType *ttype);
void register_node_type_sh_bsdf_diffuse(struct bNodeTreeType *ttype);
void register_node_type_sh_bsdf_glossy(struct bNodeTreeType *ttype);
void register_node_type_sh_bsdf_glass(struct bNodeTreeType *ttype);
+void register_node_type_sh_bsdf_refraction(struct bNodeTreeType *ttype);
void register_node_type_sh_bsdf_translucent(struct bNodeTreeType *ttype);
void register_node_type_sh_bsdf_transparent(struct bNodeTreeType *ttype);
void register_node_type_sh_bsdf_velvet(struct bNodeTreeType *ttype);