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author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-08-18 19:37:05 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2017-11-08 00:35:12 +0300 |
commit | 26f39e6359d1db85509a0ee1077b6d0af122a456 (patch) | |
tree | 1919525e00082a698f997dac61c7c8ee9b7f7451 /source/blender/nodes/NOD_shader.h | |
parent | f79f38673145c716f9a693084b0bc4c4873e66c1 (diff) |
Cycles: add bevel shader, for raytrace based rounded edges.
The algorithm averages normals from nearby surfaces. It uses the same
sampling strategy as BSSRDFs, casting rays along the normal and two
orthogonal axes, and combining the samples with MIS.
The main concern here is that we are introducing raytracing inside
shader evaluation, which could be quite bad for GPU performance and
stack memory usage. In practice it doesn't seem so bad though.
Note that using this feature can easily slow down renders 20%, and
that if you care about performance then it's better to use a bevel
modifier. Mainly this is useful for baking, and for cases where the
mesh topology makes it difficult for the bevel modifier to work well.
Differential Revision: https://developer.blender.org/D2803
Diffstat (limited to 'source/blender/nodes/NOD_shader.h')
-rw-r--r-- | source/blender/nodes/NOD_shader.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/nodes/NOD_shader.h b/source/blender/nodes/NOD_shader.h index 804c1897a27..f7d36e3dbef 100644 --- a/source/blender/nodes/NOD_shader.h +++ b/source/blender/nodes/NOD_shader.h @@ -78,6 +78,7 @@ void register_node_type_sh_tex_brick(void); void register_node_type_sh_tex_pointdensity(void); void register_node_type_sh_attribute(void); +void register_node_type_sh_bevel(void); void register_node_type_sh_geometry(void); void register_node_type_sh_light_path(void); void register_node_type_sh_light_falloff(void); |