Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorPascal Schoen <pascal.schoen@adidas-group.com>2017-04-18 12:43:09 +0300
committerPascal Schoen <pascal.schoen@adidas-group.com>2017-04-18 12:43:09 +0300
commit8825a8e951c193ff855a1bbfb5a34ea93b8ccc55 (patch)
treef9835aec33e57e11e87d59321d23a2adb1582efb /source/blender
parentf970e859cf964a33b31dcfeee4502f76908f1708 (diff)
Squashed commit of the following:
commit 90778901c9ea1e16d5907981e91bceba25ff207d Merge: 76eebd9 3bf0026 Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Mon Apr 3 07:52:05 2017 +0200 Merge branch 'master' into cycles_disney_brdf commit 76eebd9379a5dad519ff01cf215fbe3db6de931e Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Thu Mar 30 15:34:20 2017 +0200 Updated copyright for the new files. commit 013f4a152a3898946ba5c616141c6e44d928ccfd Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Thu Mar 30 15:32:55 2017 +0200 Switched from multiplication of base and subsurface color to blending between them using the subsurface parameter. commit 482ec5d1f20ceabc9cbda4838d4ae37d1d673458 Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Mon Mar 13 15:47:12 2017 +0100 Fixed a bug that caused an additional white diffuse closure call when using path tracing. commit 26e906d162a6a8d67f2ebc8880993fcbab69559e Merge: 0593b8c 223aff9 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Feb 6 11:32:31 2017 +0100 Merge branch 'master' into cycles_disney_brdf commit 0593b8c51bf7db0ed5ca92ed6f68d0d984dad0dd Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Feb 6 11:30:36 2017 +0100 Fixed the broken GLSL shader and implemented the Disney BRDF in the real-time view port. commit 8c7e11423be640dc44b1807912058480710e51f4 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Feb 3 14:24:05 2017 +0100 Fix to comply strict compiler flags and some code cleanup commit 17724e9d2dbffb1aaa61401224ecbf2349c1dac3 Merge: 379ba34 520afa2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jan 24 09:59:58 2017 +0100 Merge branch 'master' into cycles_disney_brdf commit 379ba346b0acd1ea779365b940fcd01f5ba1165f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jan 24 09:28:56 2017 +0100 Renamed the Disney BSDF to Principled BSDF. commit f80dcb4f34f1dc41841ced5965787fc26ace22a2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Dec 2 13:55:12 2016 +0100 Removed reflection call when roughness is low because of artifacts. commit 732db8a57f6d4e5d6f44bbad176c15fd55377f0a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Nov 16 09:22:25 2016 +0100 Indication if to use fresnel is now handled via the type of the BSDF. commit 0103659f5e705b314cde98b0e4a01c14c55acd5e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Nov 11 13:04:11 2016 +0100 Fixed an error in the clearcoat where it appeared too bright for default light sources (like directional lights) commit 0aa68f533529c9fd197a3ab0427f9e41a15456b9 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Nov 7 12:04:38 2016 +0100 Resolved inconsistencies in using tabs and spaces commit f5897a9494e352de274b99e7bee971336c0dc386 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Nov 7 08:13:41 2016 +0100 Improved the clearcoat part by using GTR1 instead of GTR2 commit 3dfc240e61b3d4d0e7c476989792e4ada869ce91 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 31 11:31:36 2016 +0100 Use reflection BSDF for glossy reflections when roughness is 0.0 to reduce computational expense and some code cleanup Code cleanup includes: - Code style cleanup and removed unused code - Consolidated code in the bsdf_microfacet_multi_impl.h to reduce some computational expense commit a2dd0c5fafdabe1573299170fb3be98a3e46d17a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Oct 26 08:51:10 2016 +0200 Fixed glossy reflections and refractions for low roughness values and cleaned up the code. For low roughness values, the reflections had some strange behavior. commit 981737591231a1a5a1c85950950580b65d029505 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Oct 25 12:37:40 2016 +0200 Removed default values in setup functions and added extra functions for GGX with fresnel. commit bbc5d9d4527346a74155cf17be21fb02ee3e0779 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Oct 25 11:09:36 2016 +0200 Switched from uniform to cosine hemisphere sampling for the diffuse and the sheen part. commit d52d8f2813d64363713f11160a6c725d4cafbcfa Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 16:17:13 2016 +0200 Removed the color parameters from the diffuse and sheen shader and use them as closure weights instead. commit 8f3d92738532ad867a0a3543c00393626ab8f6ec Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 09:57:06 2016 +0200 Fixed the issue with artifacts when using anisotropy without linking the tangent input to a tangent node. commit d93f680db9acaaade0354b34857a3ccaf348557f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 09:14:51 2016 +0200 Added subsurface radius parameter to control the per color channel effection radius of the subsurface scattering. commit c708c3e53b323773fc852bdc239bc51e157dcaef Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 08:14:10 2016 +0200 Rearranged the inputs of the shader. commit dfbfff9c389074d3e5c1f49dd38a95e9b317eb1f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 09:27:05 2016 +0200 Put spaces in the parameter names of the shader node commit e5a748ced17c8f59e5e73309096adeea3ba95e04 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 08:51:20 2016 +0200 Removed code that isn't in use anymore commit 75992bebc128c8b44cab4f0d8855603787f57260 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 08:50:07 2016 +0200 Code style cleanup commit 4dfcf455f7769752044e051b399fb6a5dfcd0e22 Merge: 243a0e3 2cd6a89 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Oct 20 10:41:50 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 243a0e3eb80ef82704d5ea2657384c3a4b9fb497 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Oct 20 10:01:45 2016 +0200 Switching between OSL and SVM is more consistant now when using Disney BSDF. There were some minor differences in the OSL implementation, e.g. the refraction roughness was missing. commit 2a5ac509223c838285a00c4c12775567666e7154 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 09:17:57 2016 +0200 Fixed a bug that caused transparency to be always white when using OSL and selecting GGX as distribution of the Disney BSDF commit e1fa8623915407cea942a07fd0a106b04e113c09 Merge: d0530a8 7f76f6f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:59:32 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit d0530a8af0e076c0aca4c9a61b0a64cada45ac4d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:53:18 2016 +0200 Cleanup the Disney BSDF implementation and removing unneeded files. commit 3f4fc826bd9c1f47c694c0f6b2947daf5b524b1a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:36:07 2016 +0200 Unified the OSL implementation of the Disney clearcoat as a simple microfacet shader like it was previously done in SVM commit 4d3a0032ecea99031979f342bfd5f66ea5a8625a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Sep 26 12:35:36 2016 +0200 Enhanced performance for Disney materials without subsurface scattering commit 3cd5eb56cf5c9006837f111c8866e4c6e1c2a6fd Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 16 08:47:56 2016 +0200 Fixed a bug in the Disney BSDF that caused specular reflections to be too bright and diffuse is now reacting to the roughness again - A normalization for the fresnel was missing which caused the specular reflections to become too bright for the single-scatter GGX - The roughness value for the diffuse BSSRDF part has always been overwritten and thus always 0 - Also the performance for refractive materials with roughness=0.0 has been improved commit 7cb37d711938e5626651db21f20da50edd96abaf Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Sep 8 12:24:43 2016 +0200 Added selection field to the Disney BSDF node for switching between "Multiscatter GGX" and "GGX" In the "GGX" mode there is an additional parameter for changing the refraction roughness for materials with smooth surfaces and rough interns (e.g. honey). With the "Multiscatter GGX" this effect can't be produced at the moment and so here will be no separation of the two roughness values. commit cdd29d06bb86672ed0779eefb8eee95796b8f939 Merge: 02c315a b40d1c1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 6 15:59:05 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 02c315aeb0f0d7bb429d4396912e03dbb8a77340 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 6 15:16:09 2016 +0200 Implemented the OSL part of the Disney shader commit 5f880293aeeacf269032824248b46d613691a36c Merge: 630b80e b399a6d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 2 10:53:36 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 630b80e08b6acf83834bc95264af4ccdbbc5f82c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 2 10:52:13 2016 +0200 Fresnel in the microfacet multiscatter implementation improved commit 0d9f4d7acb2de65d1c98d425cea4bf364795c155 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Aug 26 11:11:05 2016 +0200 Fixed refraction roughness problem (refractions were always 100% rough) and set IOR of clearcoat to 1.5 commit 9eed34c7d980e1b998df457c4f76021162c80f78 Merge: ef29aae ae475e3 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Aug 16 15:22:32 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit ef29aaee1af8074e0228c480d962700e97ea5b36 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Aug 16 15:17:12 2016 +0200 Implemented the fresnel in the multi-scatter GGX for the Disney BSDF - The specular/metallic part uses the multi-scatter GGX - The fresnel of the metallic part is controlled by the specular value - The color of the reflection part when using transparency can be controlled by the specularTint value commit 88567af085ac94119b98c95246b6d6f63161bc01 Merge: cc267e5 285e082 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 15:05:09 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit cc267e52f20d036a66aeeff127ee1c856f7c651b Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 15:00:25 2016 +0200 Implemented the Disney clearcoat as a variation of the microfacet bsdf, removed the transparency roughness again and added an input for anisotropic rotations commit 81f6c06b1f53180bf32a5c11ac1fa64e2b6abf52 Merge: ece5a08 7065022 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 11:42:02 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit ece5a08e0d6e51a83c223ea87346134216e5b34e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 16:29:21 2016 +0200 Base color now applied again to the refraction of transparent Disney materials commit e3aff6849e06853c56da7bd610210dcab70e6070 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 16:05:19 2016 +0200 Added subsurface color parameter to the Disney shader commit b3ca6d8a2f4f866b323fc2df0a3beff577218c27 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 12:30:25 2016 +0200 Improvement of the SSS in the Disney shader * Now the bump normal is correctly used for the SSS. * SSS in Disney uses the Disney diffuse shader commit d68729300ee557e90a8e7e4be6eb8ef98db80fe2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 12:23:13 2016 +0200 Better calculation of the Disney diffuse part Now the values for NdotL und NdotV are clamped to 0.0f for a better look when using normal maps commit cb6e500b12e7bce884d3db19ee138c975c215f2d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:26:42 2016 +0200 Now one can disable specular reflactions again by setting specular and metallic to 0 (cracked this in the previous commit) commit bfb9cb11b548103369de2a46ce18b4ddf661362c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:11:07 2016 +0200 fixed the Disney SSS and cleaned the initialization of the Disney shaders commit 642c0fdad12548c1a2ccbf595bae3a995d3022f7 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:09:55 2016 +0200 fixed an error that was caused by the missing LABEL_REFLECT in the Disney diffuse shader commit c10b484dcad3412c34455736e9656cd38716bcb0 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Fri Jul 22 01:15:21 2016 +0200 Rollback attempt to fix sss crashing, it prevented crash by disabling sss completely, thus useless commit 462bba3f97fcc41834e0e20cc806a7958e5106f5 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Thu Jul 21 23:11:59 2016 +0200 Add an undef for sc_next for safety commit 32d348577d69be251aa04110c5f6156cd2645f48 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Thu Jul 21 00:15:48 2016 +0200 Attempt to fix Disney SSS commit dbad91ca6d46f5a4a6f2ba7ed4c811ffa723942f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Jul 20 11:13:00 2016 +0200 Added a roughness parameter for refractions (for scattering of the rays within an object) With this, one can create a translucent material with a smooth surface and with a milky look. The final refraction roughness has to be calculated using the surface roughness and the refraction roughness because those two are correlated for refractions. If a ray hits a rough surface of a translucent material, it is scattered while entering the surface. Then it is scattered further within the object. The calculation I'm using is the following: RefrRoughnessFinal = 1.0 - (1.0 - Roughness) * (1.0 - RefrRoughness) commit 50ea5e3e34394a727e3cceb6203adb48834a9ab7 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jun 7 10:24:50 2016 +0200 Disney BSDF is now supporting CUDA commit 10974cc826a4bfa8fb3ef59177abf0b0dc441065 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 31 11:18:07 2016 +0200 Added parameters IOR and Transparency for refractions With this, the Disney BRDF/BSSRDF is extended by the BTDF part. commit 218202c0905a4ec93ee19850360d1a39966d2c25 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 15:08:18 2016 +0200 Added an additional normal for the clearcoat With this normal one can simulate a thin layer of clearcoat by applying a smoother normal map than the original to this input commit dd139ead7e04aa87a894ccf3732cfce711258ff1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 12:40:56 2016 +0200 Switched to the improved subsurface scattering from Christensen and Burley commit 11160fa4e1c32230119d4506e7e9fd3da2ab37f2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 10:16:30 2016 +0200 Added Disney Sheen shader as a preparation to get to a BSSRDF commit cee4fe0cc94515ee60d4afa4d4e10c41003f1579 Merge: 4f955d0 6b5bab6 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 09:08:09 2016 +0200 Merge branch 'cycles_disney_brdf' of git.blender.org:blender into cycles_disney_brdf Conflicts: intern/cycles/kernel/closure/bsdf_disney_clearcoat.h intern/cycles/kernel/closure/bsdf_disney_diffuse.h intern/cycles/kernel/closure/bsdf_disney_specular.h intern/cycles/kernel/closure/bsdf_util.h intern/cycles/kernel/osl/CMakeLists.txt intern/cycles/kernel/osl/bsdf_disney_clearcoat.cpp intern/cycles/kernel/osl/bsdf_disney_diffuse.cpp intern/cycles/kernel/osl/bsdf_disney_specular.cpp intern/cycles/kernel/osl/osl_closures.h intern/cycles/kernel/shaders/node_disney_bsdf.osl intern/cycles/render/nodes.cpp intern/cycles/render/nodes.h commit 4f955d052358206209454decf2c3539e6a21b42f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 24 16:38:23 2016 +0200 SVM and OSL are both working for the simple version of the Disney BRDF commit 1f5c41874b01ad297eb8a6bad9985296c6c0a6e1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 24 09:58:50 2016 +0200 Disney node can be used without SVM and started to cleanup the OSL implementation There is still some wrong behavior for SVM for the Schlick Fresnel part at the specular and clearcoat commit d4b814e9304ebb44cc7c291cd83f7b7cdebcd152 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:22:29 2016 +0200 Switched from a parameter struct for Disney parameters to ShaderClosure params commit b86a1f5ba5019c7818153cb70b49f5f7a0bc52a0 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:19:57 2016 +0200 Added additional variables for storing parameters in the ShaderClosure struct commit 585b88623695fa07dfca9c9909d6d9184c3519c8 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 12:03:17 2016 +0200 added output parameter to the DisneyBsdfNode That has been forgotten after removing the inheritance of BsdfNode commit f91a28639884cbda7804715b910d64abba0718ef Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 10:40:48 2016 +0200 removed BsdfNode class inheritance for DisneyBsdfNode That's due to a naming difference. The Disney BSDF uses the name 'Base Color' while the BsdfNode had a 'Color' input. That caused a text message to be printed while rendering. commit 30da91c9c51d8cbc6a7564c7aaa61c9efe2ab654 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 16:08:10 2016 +0200 disney implementation cleaned commit 30d41da0f0352fad29375a395ffcb9cb7891eeb1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 13:23:07 2016 +0200 added the disney brdf as a shader node commit 1f099fce249cb35e949cc629f7cca2167fca881a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 3 16:54:49 2016 +0200 added clearcoat implementation commit 00a1378b98e435e9cdbfbac86eb974c19b2a8151 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Apr 29 22:56:49 2016 +0200 disney diffuse und specular implemented commit 6baa7a7eb787638661cddad0c4e7f78bd3a8fa5c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 15:21:32 2016 +0200 disney diffuse is working correctly commit d8fa169bf3caf71c40a124101b33dee6c510188e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 08:41:53 2016 +0200 added vessel for disney diffuse shader commit 6b5bab6cecde153122625cf8dc10e4209ed1eb0f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:22:29 2016 +0200 Switched from a parameter struct for Disney parameters to ShaderClosure params commit f6499c2676e074a36033627ffc7540107777630d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:19:57 2016 +0200 Added additional variables for storing parameters in the ShaderClosure struct commit 7100640b65c2ff5447a18c01fc4e93594b4f486a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 12:03:17 2016 +0200 added output parameter to the DisneyBsdfNode That has been forgotten after removing the inheritance of BsdfNode commit 419ee5441100a906b4b3fd8373cb768a71bfdfe6 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 10:40:48 2016 +0200 removed BsdfNode class inheritance for DisneyBsdfNode That's due to a naming difference. The Disney BSDF uses the name 'Base Color' while the BsdfNode had a 'Color' input. That caused a text message to be printed while rendering. commit 6006f91e8730f78df5874f808690d3908db103ab Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 16:08:10 2016 +0200 disney implementation cleaned commit 0ed08959141fc7c5f8c6e37c6552ecb9fcc5749c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 13:23:07 2016 +0200 added the disney brdf as a shader node commit 0630b742d71c658915575a4a71a325094a0fc313 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 3 16:54:49 2016 +0200 added clearcoat implementation commit 9f3d39744b85619750c79c901f678b8c07fe0ee2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Apr 29 22:56:49 2016 +0200 disney diffuse und specular implemented commit 9b262063767d6b05a617891c967d887d21bfb177 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 15:21:32 2016 +0200 disney diffuse is working correctly commit 4711a3927dfcadaa1c36de0ba78fc304fac1dc8a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 08:41:53 2016 +0200 added vessel for disney diffuse shader Differential Revision: https://developer.blender.org/D2313
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenkernel/BKE_node.h1
-rw-r--r--source/blender/blenkernel/intern/node.c1
-rw-r--r--source/blender/editors/space_node/drawnode.c1
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl190
-rw-r--r--source/blender/makesrna/intern/rna_nodetree.c26
-rw-r--r--source/blender/nodes/CMakeLists.txt1
-rw-r--r--source/blender/nodes/NOD_shader.h1
-rw-r--r--source/blender/nodes/NOD_static_types.h1
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c114
9 files changed, 334 insertions, 2 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index 193f1154c54..7544e8f5b3e 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -785,6 +785,7 @@ struct ShadeResult;
#define SH_NODE_OUTPUT_LINESTYLE 190
#define SH_NODE_UVALONGSTROKE 191
#define SH_NODE_TEX_POINTDENSITY 192
+#define SH_NODE_BSDF_PRINCIPLED 193
/* custom defines options for Material node */
#define SH_NODE_MAT_DIFF 1
diff --git a/source/blender/blenkernel/intern/node.c b/source/blender/blenkernel/intern/node.c
index f3223e31b17..63da1b5f9e7 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -3568,6 +3568,7 @@ static void registerShaderNodes(void)
register_node_type_sh_background();
register_node_type_sh_bsdf_anisotropic();
register_node_type_sh_bsdf_diffuse();
+ register_node_type_sh_bsdf_principled();
register_node_type_sh_bsdf_glossy();
register_node_type_sh_bsdf_glass();
register_node_type_sh_bsdf_translucent();
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index e4f5802a395..8dba0e39524 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -1234,6 +1234,7 @@ static void node_shader_set_butfunc(bNodeType *ntype)
case SH_NODE_BSDF_GLOSSY:
case SH_NODE_BSDF_GLASS:
case SH_NODE_BSDF_REFRACTION:
+ case SH_NODE_BSDF_PRINCIPLED:
ntype->draw_buttons = node_shader_buts_glossy;
break;
case SH_NODE_BSDF_ANISOTROPIC:
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index c354b274f00..b88fba12f55 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2378,11 +2378,19 @@ void shade_alpha_obcolor(vec4 col, vec4 obcol, out vec4 outcol)
/*********** NEW SHADER UTILITIES **************/
-float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
+float fresnel_dielectric_0(float eta)
+{
+ /* compute fresnel reflactance at normal incidence => cosi = 1.0 */
+ float A = (eta - 1.0) / (eta + 1.0);
+
+ return A * A;
+}
+
+float fresnel_dielectric_cos(float cosi, float eta)
{
/* compute fresnel reflectance without explicitly computing
* the refracted direction */
- float c = abs(dot(Incoming, Normal));
+ float c = abs(cosi);
float g = eta * eta - 1.0 + c * c;
float result;
@@ -2399,6 +2407,13 @@ float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
return result;
}
+float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
+{
+ /* compute fresnel reflectance without explicitly computing
+ * the refracted direction */
+ return fresnel_dielectric_cos(dot(Incoming, Normal), eta);
+}
+
float hypot(float x, float y)
{
return sqrt(x * x + y * y);
@@ -2492,6 +2507,57 @@ float floorfrac(float x, out int i)
return x - i;
}
+
+/* Principled BSDF operations */
+
+float sqr(float a)
+{
+ return a*a;
+}
+
+float schlick_fresnel(float u)
+{
+ float m = clamp(1.0 - u, 0.0, 1.0);
+ float m2 = m * m;
+ return m2 * m2 * m; // pow(m,5)
+}
+
+float GTR1(float NdotH, float a)
+{
+ if (a >= 1.0) return M_1_PI;
+ float a2 = a*a;
+ float t = 1.0 + (a2 - 1.0) * NdotH*NdotH;
+ return (a2 - 1.0) / (M_PI * log(a2) * t);
+}
+
+float GTR2(float NdotH, float a)
+{
+ float a2 = a*a;
+ float t = 1.0 + (a2 - 1.0) * NdotH*NdotH;
+ return a2 / (M_PI * t*t);
+}
+
+float GTR2_aniso(float NdotH, float HdotX, float HdotY, float ax, float ay)
+{
+ return 1.0 / (M_PI * ax*ay * sqr(sqr(HdotX / ax) + sqr(HdotY / ay) + NdotH*NdotH));
+}
+
+float smithG_GGX(float NdotV, float alphaG)
+{
+ float a = alphaG*alphaG;
+ float b = NdotV*NdotV;
+ return 1.0 / (NdotV + sqrt(a + b - a * b));
+}
+
+vec3 rotate_vector(vec3 p, vec3 n, float theta) {
+ return (
+ p * cos(theta) + cross(n, p) *
+ sin(theta) + n * dot(p, n) *
+ (1.0 - cos(theta))
+ );
+}
+
+
/*********** NEW SHADER NODES ***************/
#define NUM_LIGHTS 3
@@ -2553,6 +2619,126 @@ void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out vec4 resu
node_bsdf_diffuse(color, 0.0, N, result);
}
+void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
+ float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
+ float clearcoat_gloss, float ior, float transparency, float refraction_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out vec4 result)
+{
+ /* ambient light */
+ // TODO: set ambient light to an appropriate value
+ vec3 L = vec3(mix(0.1, 0.03, metallic)) * base_color.rgb;
+
+ float eta = (2.0 / (1.0 - sqrt(0.08 * specular))) - 1.0;
+
+ /* set the viewing vector */
+ vec3 V = -normalize(I);
+
+ /* get the tangent */
+ vec3 Tangent = T;
+ if (T == vec3(0.0)) {
+ // if no tangent is set, use a default tangent
+ Tangent = vec3(1.0, 0.0, 0.0);
+ if (N.x != 0.0 || N.y != 0.0) {
+ vec3 N_xz = normalize(vec3(N.x, 0.0, N.z));
+
+ vec3 axis = normalize(cross(vec3(0.0, 0.0, 1.0), N_xz));
+ float angle = acos(dot(vec3(0.0, 0.0, 1.0), N_xz));
+
+ Tangent = normalize(rotate_vector(vec3(1.0, 0.0, 0.0), axis, angle));
+ }
+ }
+
+ /* rotate tangent */
+ if (anisotropic_rotation != 0.0) {
+ Tangent = rotate_vector(Tangent, N, anisotropic_rotation * 2.0 * M_PI);
+ }
+
+ /* calculate the tangent and bitangent */
+ vec3 Y = normalize(cross(N, Tangent));
+ vec3 X = cross(Y, N);
+
+ /* fresnel normalization parameters */
+ float F0 = fresnel_dielectric_0(eta);
+ float F0_norm = 1.0 / (1.0 - F0);
+
+ /* directional lights */
+ for (int i = 0; i < NUM_LIGHTS; i++) {
+ vec3 light_position_world = gl_LightSource[i].position.xyz;
+ vec3 light_position = normalize(gl_NormalMatrix * light_position_world);
+
+ vec3 H = normalize(light_position + V);
+
+ vec3 light_specular = gl_LightSource[i].specular.rgb;
+
+ float NdotL = dot(N, light_position);
+ float NdotV = dot(N, V);
+ float LdotH = dot(light_position, H);
+
+ vec3 diffuse_and_specular_bsdf = vec3(0.0);
+ if (NdotL >= 0.0 && NdotV >= 0.0) {
+ float NdotH = dot(N, H);
+
+ float Cdlum = 0.3 * base_color.r + 0.6 * base_color.g + 0.1 * base_color.b; // luminance approx.
+
+ vec3 Ctint = Cdlum > 0 ? base_color.rgb / Cdlum : vec3(1.0); // normalize lum. to isolate hue+sat
+ vec3 Cspec0 = mix(specular * 0.08 * mix(vec3(1.0), Ctint, specular_tint), base_color.rgb, metallic);
+ vec3 Csheen = mix(vec3(1.0), Ctint, sheen_tint);
+
+ // Diffuse fresnel - go from 1 at normal incidence to .5 at grazing
+ // and mix in diffuse retro-reflection based on roughness
+
+ float FL = schlick_fresnel(NdotL), FV = schlick_fresnel(NdotV);
+ float Fd90 = 0.5 + 2.0 * LdotH*LdotH * roughness;
+ float Fd = mix(1.0, Fd90, FL) * mix(1.0, Fd90, FV);
+
+ // Based on Hanrahan-Krueger brdf approximation of isotropic bssrdf
+ // 1.25 scale is used to (roughly) preserve albedo
+ // Fss90 used to "flatten" retroreflection based on roughness
+ float Fss90 = LdotH*LdotH * roughness;
+ float Fss = mix(1.0, Fss90, FL) * mix(1.0, Fss90, FV);
+ float ss = 1.25 * (Fss * (1.0 / (NdotL + NdotV) - 0.5) + 0.5);
+
+ // specular
+ float aspect = sqrt(1.0 - anisotropic * 0.9);
+ float a = sqr(roughness);
+ float ax = max(0.001, a / aspect);
+ float ay = max(0.001, a * aspect);
+ float Ds = GTR2_aniso(NdotH, dot(H, X), dot(H, Y), ax, ay); //GTR2(NdotH, a);
+ float FH = (fresnel_dielectric_cos(LdotH, eta) - F0) * F0_norm;
+ vec3 Fs = mix(Cspec0, vec3(1.0), FH);
+ float roughg = sqr(roughness * 0.5 + 0.5);
+ float Gs = smithG_GGX(NdotL, roughg) * smithG_GGX(NdotV, roughg);
+
+ // sheen
+ vec3 Fsheen = schlick_fresnel(LdotH) * sheen * Csheen;
+
+ diffuse_and_specular_bsdf = (M_1_PI * mix(Fd, ss, subsurface) * base_color.rgb + Fsheen)
+ * (1.0 - metallic) + Gs * Fs * Ds;
+ }
+ diffuse_and_specular_bsdf *= max(NdotL, 0.0);
+
+ float CNdotL = dot(CN, light_position);
+ float CNdotV = dot(CN, V);
+
+ vec3 clearcoat_bsdf = vec3(0.0);
+ if (CNdotL >= 0.0 && CNdotV >= 0.0 && clearcoat > 0.0) {
+ float CNdotH = dot(CN, H);
+ //float FH = schlick_fresnel(LdotH);
+
+ // clearcoat (ior = 1.5 -> F0 = 0.04)
+ float Dr = GTR1(CNdotH, mix(0.1, 0.001, clearcoat_gloss));
+ float Fr = fresnel_dielectric_cos(LdotH, 1.5); //mix(0.04, 1.0, FH);
+ float Gr = smithG_GGX(CNdotL, 0.25) * smithG_GGX(CNdotV, 0.25);
+
+ clearcoat_bsdf = clearcoat * Gr * Fr * Dr * vec3(0.25);
+ }
+ clearcoat_bsdf *= max(CNdotL, 0.0);
+
+ L += light_specular * (diffuse_and_specular_bsdf + clearcoat_bsdf);
+ }
+
+ result = vec4(L, 1.0);
+}
+
void node_bsdf_translucent(vec4 color, vec3 N, out vec4 result)
{
node_bsdf_diffuse(color, 0.0, N, result);
diff --git a/source/blender/makesrna/intern/rna_nodetree.c b/source/blender/makesrna/intern/rna_nodetree.c
index 8d42d746e1c..c3477644979 100644
--- a/source/blender/makesrna/intern/rna_nodetree.c
+++ b/source/blender/makesrna/intern/rna_nodetree.c
@@ -2995,6 +2995,15 @@ static void rna_ShaderNodeScript_update(Main *bmain, Scene *scene, PointerRNA *p
ED_node_tag_update_nodetree(bmain, ntree, node);
}
+static void rna_ShaderNodePrincipled_update(Main *bmain, Scene *scene, PointerRNA *ptr)
+{
+ bNodeTree *ntree = (bNodeTree *)ptr->id.data;
+ bNode *node = (bNode *)ptr->data;
+
+ nodeUpdate(ntree, node);
+ rna_Node_update(bmain, scene, ptr);
+}
+
static void rna_ShaderNodeSubsurface_update(Main *bmain, Scene *scene, PointerRNA *ptr)
{
bNodeTree *ntree = (bNodeTree *)ptr->id.data;
@@ -3254,6 +3263,12 @@ static EnumPropertyItem node_script_mode_items[] = {
{0, NULL, 0, NULL, NULL}
};
+static EnumPropertyItem node_principled_distribution_items[] = {
+ { SHD_GLOSSY_GGX, "GGX", 0, "GGX", "" },
+ { SHD_GLOSSY_MULTI_GGX, "MULTI_GGX", 0, "Multiscatter GGX", "" },
+ { 0, NULL, 0, NULL, NULL }
+};
+
/* -- Common nodes ---------------------------------------------------------- */
static void def_group_input(StructRNA *srna)
@@ -4188,6 +4203,17 @@ static void def_glass(StructRNA *srna)
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
}
+static void def_principled(StructRNA *srna)
+{
+ PropertyRNA *prop;
+
+ prop = RNA_def_property(srna, "distribution", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_sdna(prop, NULL, "custom1");
+ RNA_def_property_enum_items(prop, node_principled_distribution_items);
+ RNA_def_property_ui_text(prop, "Distribution", "");
+ RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_ShaderNodePrincipled_update");
+}
+
static void def_refraction(StructRNA *srna)
{
PropertyRNA *prop;
diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt
index d20881df150..3596a2aa12d 100644
--- a/source/blender/nodes/CMakeLists.txt
+++ b/source/blender/nodes/CMakeLists.txt
@@ -163,6 +163,7 @@ set(SRC
shader/nodes/node_shader_background.c
shader/nodes/node_shader_bsdf_anisotropic.c
shader/nodes/node_shader_bsdf_diffuse.c
+ shader/nodes/node_shader_bsdf_principled.c
shader/nodes/node_shader_bsdf_glass.c
shader/nodes/node_shader_bsdf_glossy.c
shader/nodes/node_shader_bsdf_toon.c
diff --git a/source/blender/nodes/NOD_shader.h b/source/blender/nodes/NOD_shader.h
index 4c0047f1d58..804c1897a27 100644
--- a/source/blender/nodes/NOD_shader.h
+++ b/source/blender/nodes/NOD_shader.h
@@ -106,6 +106,7 @@ void register_node_type_sh_bsdf_transparent(void);
void register_node_type_sh_bsdf_velvet(void);
void register_node_type_sh_bsdf_toon(void);
void register_node_type_sh_bsdf_anisotropic(void);
+void register_node_type_sh_bsdf_principled(void);
void register_node_type_sh_emission(void);
void register_node_type_sh_holdout(void);
void register_node_type_sh_volume_absorption(void);
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index a9c0df7d7e8..e754d063397 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -80,6 +80,7 @@ DefNode( ShaderNode, SH_NODE_BACKGROUND, 0, "BA
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_DIFFUSE, 0, "BSDF_DIFFUSE", BsdfDiffuse, "Diffuse BSDF", "" )
+DefNode( ShaderNode, SH_NODE_BSDF_PRINCIPLED, def_principled, "BSDF_PRINCIPLED", BsdfPrincipled, "Principled BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_GLOSSY, def_glossy, "BSDF_GLOSSY", BsdfGlossy, "Glossy BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_GLASS, def_glass, "BSDF_GLASS", BsdfGlass, "Glass BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_REFRACTION, def_refraction, "BSDF_REFRACTION", BsdfRefraction, "Refraction BSDF", "" )
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
new file mode 100644
index 00000000000..8b0bfa36324
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
@@ -0,0 +1,114 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2005 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "../node_shader_util.h"
+
+/* **************** OUTPUT ******************** */
+
+static bNodeSocketTemplate sh_node_bsdf_principled_in[] = {
+ { SOCK_RGBA, 1, N_("Base Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 1, N_("Subsurface"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_VECTOR, 1, N_("Subsurface Radius"), 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f},
+ { SOCK_RGBA, 1, N_("Subsurface Color"), 0.7f, 0.1f, 0.1f, 1.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 1, N_("Metallic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Specular"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Specular Tint"), 0.0f, 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_("Anisotropic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Anisotropic Rotation"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Sheen"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Sheen Tint"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Clearcoat"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Clearcoat Gloss"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
+ { SOCK_FLOAT, 1, N_("Transparency"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Refraction Roughness"), 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},
+ { SOCK_VECTOR, 1, N_("Clearcoat Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ { SOCK_VECTOR, 1, N_("Tangent"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ { -1, 0, "" }
+};
+
+static bNodeSocketTemplate sh_node_bsdf_principled_out[] = {
+ { SOCK_SHADER, 0, N_("BSDF")},
+ { -1, 0, "" }
+};
+
+static void node_shader_init_principled(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ node->custom1 = SHD_GLOSSY_MULTI_GGX;
+}
+
+static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
+{
+ // normal
+ if (!in[17].link)
+ in[17].link = GPU_builtin(GPU_VIEW_NORMAL);
+ else
+ GPU_link(mat, "direction_transform_m4v3", in[17].link, GPU_builtin(GPU_VIEW_MATRIX), &in[17].link);
+
+ // clearcoat normal
+ if (!in[18].link)
+ in[18].link = GPU_builtin(GPU_VIEW_NORMAL);
+ else
+ GPU_link(mat, "direction_transform_m4v3", in[18].link, GPU_builtin(GPU_VIEW_MATRIX), &in[18].link);
+
+ return GPU_stack_link(mat, "node_bsdf_principled", in, out, GPU_builtin(GPU_VIEW_POSITION));
+}
+
+static void node_shader_update_principled(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ bNodeSocket *sock;
+ int distribution = node->custom1;
+
+ for (sock = node->inputs.first; sock; sock = sock->next) {
+ if (STREQ(sock->name, "Refraction Roughness")) {
+ if (distribution == SHD_GLOSSY_GGX)
+ sock->flag &= ~SOCK_UNAVAIL;
+ else
+ sock->flag |= SOCK_UNAVAIL;
+
+ }
+ }
+}
+
+/* node type definition */
+void register_node_type_sh_bsdf_principled(void)
+{
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_BSDF_PRINCIPLED, "Principled BSDF", NODE_CLASS_SHADER, 0);
+ node_type_compatibility(&ntype, NODE_NEW_SHADING);
+ node_type_socket_templates(&ntype, sh_node_bsdf_principled_in, sh_node_bsdf_principled_out);
+ node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
+ node_type_init(&ntype, node_shader_init_principled);
+ node_type_storage(&ntype, "", NULL, NULL);
+ node_type_gpu(&ntype, node_shader_gpu_bsdf_principled);
+ node_type_update(&ntype, node_shader_update_principled, NULL);
+
+ nodeRegisterType(&ntype);
+}