diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2014-06-08 14:46:12 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2014-06-14 15:49:57 +0400 |
commit | b12151eceb76cab4a49f9df661ce6156bbeaaa21 (patch) | |
tree | c2815e24e4bc45e840efc6ff1069684c5c4a3049 /source/blender/nodes/NOD_static_types.h | |
parent | ceb68e809edf37ea3fd010692dc3f4367b78cf61 (diff) |
Cycles: glossy and anisotropic BSDF changes
* Anisotropic BSDF now supports GGX and Beckmann distributions, Ward has been
removed because other distributions are superior.
* GGX is now the default distribution for all glossy and anisotropic nodes,
since it looks good, has low noise and is fast to evaluate.
* Ashikhmin-Shirley is now available in the Glossy BSDF.
Diffstat (limited to 'source/blender/nodes/NOD_static_types.h')
-rw-r--r-- | source/blender/nodes/NOD_static_types.h | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h index 08dffd0ac92..1efdd7adb6b 100644 --- a/source/blender/nodes/NOD_static_types.h +++ b/source/blender/nodes/NOD_static_types.h @@ -77,11 +77,11 @@ DefNode( ShaderNode, SH_NODE_ATTRIBUTE, def_sh_attribute, "AT 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, def_anisotropic, "BSDF_ANISOTROPIC", BsdfAnisotropic, "Anisotropic BSDF", "" ) +DefNode( ShaderNode, SH_NODE_BSDF_ANISOTROPIC, def_glossy, "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_GLASS, def_glass, "BSDF_GLASS", BsdfGlass, "Glass BSDF", "" ) +DefNode( ShaderNode, SH_NODE_BSDF_REFRACTION, def_glass, "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", "" ) |