diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-03-10 21:01:01 +0300 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-03-10 21:06:28 +0300 |
commit | 93e0e716f38175dca570a9d4b497e183650f03a4 (patch) | |
tree | c2a6cb11e564f5f2834a08c41a69fb22b7d91eae /source/blender | |
parent | d27158aae9bc48b2a07760a2dbe8e642fcecbe57 (diff) | |
parent | 23ccf5767fea1d7f1b50405334249b1a7a69d5c9 (diff) |
Merge branch 'master' into blender2.8
Diffstat (limited to 'source/blender')
6 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/blenkernel/BKE_blender_version.h b/source/blender/blenkernel/BKE_blender_version.h index ceb466ebdcd..901f9e6d3ac 100644 --- a/source/blender/blenkernel/BKE_blender_version.h +++ b/source/blender/blenkernel/BKE_blender_version.h @@ -28,7 +28,7 @@ * and keep comment above the defines. * Use STRINGIFY() rather than defining with quotes */ #define BLENDER_VERSION 280 -#define BLENDER_SUBVERSION 4 +#define BLENDER_SUBVERSION 5 /* Several breakages with 270, e.g. constraint deg vs rad */ #define BLENDER_MINVERSION 270 #define BLENDER_MINSUBVERSION 6 diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index bf0e3ca4d96..d3bc1f0ef8e 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2690,7 +2690,6 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Clo { #ifdef EEVEE_ENGINE vec3 out_spec, ssr_spec; - roughness = sqrt(roughness); eevee_closure_glossy(N, vec3(1.0), int(ssr_id), roughness, 1.0, out_spec, ssr_spec); vec3 vN = normalize(mat3(ViewMatrix) * N); result = CLOSURE_DEFAULT; @@ -2712,7 +2711,8 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Clo vec3 light_specular = glLightSource[i].specular.rgb; /* we mix in some diffuse so low roughness still shows up */ - float bsdf = 0.5 * pow(max(dot(N, H), 0.0), 1.0 / roughness); + float r2 = roughness * roughness; + float bsdf = 0.5 * pow(max(dot(N, H), 0.0), 1.0 / r2); bsdf += 0.5 * max(dot(N, light_position), 0.0); L += light_specular * bsdf; } @@ -2732,7 +2732,6 @@ void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, float ssr_i { #ifdef EEVEE_ENGINE vec3 out_spec, out_refr, ssr_spec; - roughness = sqrt(roughness); vec3 refr_color = (refractionDepth > 0.0) ? color.rgb * color.rgb : color.rgb; /* Simulate 2 transmission event */ eevee_closure_glass(N, vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec); out_refr *= refr_color; @@ -2971,7 +2970,6 @@ void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Cl #ifdef EEVEE_ENGINE vec3 out_refr; color.rgb *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); /* Simulate 2 absorption event. */ - roughness = sqrt(roughness); eevee_closure_refraction(N, roughness, ior, out_refr); vec3 vN = normalize(mat3(ViewMatrix) * N); result = CLOSURE_DEFAULT; diff --git a/source/blender/makesdna/DNA_scene_types.h b/source/blender/makesdna/DNA_scene_types.h index 1642da25481..bc3fd46e1a9 100644 --- a/source/blender/makesdna/DNA_scene_types.h +++ b/source/blender/makesdna/DNA_scene_types.h @@ -243,6 +243,7 @@ typedef enum eScenePassType { SCE_PASS_SUBSURFACE_DIRECT = (1 << 28), SCE_PASS_SUBSURFACE_INDIRECT = (1 << 29), SCE_PASS_SUBSURFACE_COLOR = (1 << 30), + SCE_PASS_ROUGHNESS = (1 << 31), } eScenePassType; #define RE_PASSNAME_COMBINED "Combined" diff --git a/source/blender/makesrna/intern/rna_render.c b/source/blender/makesrna/intern/rna_render.c index 6afcc73e16d..ae774f8d41a 100644 --- a/source/blender/makesrna/intern/rna_render.c +++ b/source/blender/makesrna/intern/rna_render.c @@ -91,6 +91,7 @@ const EnumPropertyItem rna_enum_bake_pass_type_items[] = { {SCE_PASS_SHADOW, "SHADOW", 0, "Shadow", ""}, {SCE_PASS_NORMAL, "NORMAL", 0, "Normal", ""}, {SCE_PASS_UV, "UV", 0, "UV", ""}, + {SCE_PASS_ROUGHNESS, "ROUGHNESS", 0, "ROUGHNESS", ""}, {SCE_PASS_EMIT, "EMIT", 0, "Emit", ""}, {SCE_PASS_ENVIRONMENT, "ENVIRONMENT", 0, "Environment", ""}, {SCE_PASS_DIFFUSE_COLOR, "DIFFUSE", 0, "Diffuse", ""}, diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c index 13e8ac67f63..ee3db99d2ab 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c @@ -31,7 +31,7 @@ static bNodeSocketTemplate sh_node_bsdf_anisotropic_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, - { SOCK_FLOAT, 1, N_("Roughness"), 0.2f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, + { SOCK_FLOAT, 1, N_("Roughness"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, { SOCK_FLOAT, 1, N_("Anisotropy"), 0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f}, { SOCK_FLOAT, 1, N_("Rotation"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c index 35121b2afed..ad9e7730ad1 100644 --- a/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c +++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c @@ -31,7 +31,7 @@ static bNodeSocketTemplate sh_node_bsdf_glossy_in[] = { { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f}, - { SOCK_FLOAT, 1, N_("Roughness"), 0.2f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, + { SOCK_FLOAT, 1, N_("Roughness"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR}, { SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE}, { -1, 0, "" } }; |