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Diffstat (limited to 'intern/cycles/kernel/svm/svm_closure.h')
-rw-r--r--intern/cycles/kernel/svm/svm_closure.h35
1 files changed, 18 insertions, 17 deletions
diff --git a/intern/cycles/kernel/svm/svm_closure.h b/intern/cycles/kernel/svm/svm_closure.h
index f04f765686e..9578fcf2687 100644
--- a/intern/cycles/kernel/svm/svm_closure.h
+++ b/intern/cycles/kernel/svm/svm_closure.h
@@ -79,13 +79,13 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
#ifdef __PRINCIPLED__
case CLOSURE_BSDF_PRINCIPLED_ID: {
uint specular_offset, roughness_offset, specular_tint_offset, anisotropic_offset, sheen_offset,
- sheen_tint_offset, clearcoat_offset, clearcoat_gloss_offset, eta_offset, transmission_offset,
+ sheen_tint_offset, clearcoat_offset, clearcoat_roughness_offset, eta_offset, transmission_offset,
anisotropic_rotation_offset, transmission_roughness_offset;
uint4 data_node2 = read_node(kg, offset);
float3 T = stack_load_float3(stack, data_node.y);
decode_node_uchar4(data_node.z, &specular_offset, &roughness_offset, &specular_tint_offset, &anisotropic_offset);
- decode_node_uchar4(data_node.w, &sheen_offset, &sheen_tint_offset, &clearcoat_offset, &clearcoat_gloss_offset);
+ decode_node_uchar4(data_node.w, &sheen_offset, &sheen_tint_offset, &clearcoat_offset, &clearcoat_roughness_offset);
decode_node_uchar4(data_node2.x, &eta_offset, &transmission_offset, &anisotropic_rotation_offset, &transmission_roughness_offset);
// get Disney principled parameters
@@ -98,7 +98,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
float sheen = stack_load_float(stack, sheen_offset);
float sheen_tint = stack_load_float(stack, sheen_tint_offset);
float clearcoat = stack_load_float(stack, clearcoat_offset);
- float clearcoat_gloss = stack_load_float(stack, clearcoat_gloss_offset);
+ float clearcoat_roughness = stack_load_float(stack, clearcoat_roughness_offset);
float transmission = stack_load_float(stack, transmission_offset);
float anisotropic_rotation = stack_load_float(stack, anisotropic_rotation_offset);
float transmission_roughness = stack_load_float(stack, transmission_roughness_offset);
@@ -141,8 +141,8 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
float3 weight = sd->svm_closure_weight * mix_weight;
#ifdef __SUBSURFACE__
- float3 albedo = subsurface_color * subsurface + base_color * (1.0f - subsurface);
- float3 subsurf_weight = weight * albedo * diffuse_weight;
+ float3 mixed_ss_base_color = subsurface_color * subsurface + base_color * (1.0f - subsurface);
+ float3 subsurf_weight = weight * mixed_ss_base_color * diffuse_weight;
float subsurf_sample_weight = fabsf(average(subsurf_weight));
/* disable in case of diffuse ancestor, can't see it well then and
@@ -154,11 +154,11 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
/* need to set the base color in this case such that the
* rays get the correctly mixed color after transmitting
* the object */
- base_color = albedo;
+ base_color = mixed_ss_base_color;
}
/* diffuse */
- if(fabsf(average(base_color)) > CLOSURE_WEIGHT_CUTOFF) {
+ if(fabsf(average(mixed_ss_base_color)) > CLOSURE_WEIGHT_CUTOFF) {
if(subsurface < CLOSURE_WEIGHT_CUTOFF && diffuse_weight > CLOSURE_WEIGHT_CUTOFF) {
float3 diff_weight = weight * base_color * diffuse_weight;
@@ -186,7 +186,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
bssrdf->sample_weight = subsurf_sample_weight;
bssrdf->radius = radius.x;
bssrdf->texture_blur = texture_blur;
- bssrdf->albedo = albedo.x;
+ bssrdf->albedo = subsurface_color.x;
bssrdf->sharpness = sharpness;
bssrdf->N = N;
bssrdf->roughness = roughness;
@@ -200,7 +200,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
bssrdf->sample_weight = subsurf_sample_weight;
bssrdf->radius = radius.y;
bssrdf->texture_blur = texture_blur;
- bssrdf->albedo = albedo.y;
+ bssrdf->albedo = subsurface_color.y;
bssrdf->sharpness = sharpness;
bssrdf->N = N;
bssrdf->roughness = roughness;
@@ -214,7 +214,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
bssrdf->sample_weight = subsurf_sample_weight;
bssrdf->radius = radius.z;
bssrdf->texture_blur = texture_blur;
- bssrdf->albedo = albedo.z;
+ bssrdf->albedo = subsurface_color.z;
bssrdf->sharpness = sharpness;
bssrdf->N = N;
bssrdf->roughness = roughness;
@@ -292,9 +292,9 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
/* setup bsdf */
if(distribution == CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID || roughness <= 0.075f) /* use single-scatter GGX */
- sd->flag |= bsdf_microfacet_ggx_aniso_fresnel_setup(bsdf);
+ sd->flag |= bsdf_microfacet_ggx_aniso_fresnel_setup(bsdf, sd);
else /* use multi-scatter GGX */
- sd->flag |= bsdf_microfacet_multi_ggx_aniso_fresnel_setup(bsdf);
+ sd->flag |= bsdf_microfacet_multi_ggx_aniso_fresnel_setup(bsdf, sd);
}
}
#ifdef __CAUSTICS_TRICKS__
@@ -332,7 +332,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
bsdf->extra->cspec0 = cspec0;
/* setup bsdf */
- sd->flag |= bsdf_microfacet_ggx_fresnel_setup(bsdf);
+ sd->flag |= bsdf_microfacet_ggx_fresnel_setup(bsdf, sd);
}
}
@@ -377,7 +377,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
bsdf->extra->cspec0 = cspec0;
/* setup bsdf */
- sd->flag |= bsdf_microfacet_multi_ggx_glass_fresnel_setup(bsdf);
+ sd->flag |= bsdf_microfacet_multi_ggx_glass_fresnel_setup(bsdf, sd);
}
}
}
@@ -398,14 +398,14 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
bsdf->ior = 1.5f;
bsdf->extra = extra;
- bsdf->alpha_x = 0.1f * (1.0f - clearcoat_gloss) + 0.001f * clearcoat_gloss;
- bsdf->alpha_y = 0.1f * (1.0f - clearcoat_gloss) + 0.001f * clearcoat_gloss;
+ bsdf->alpha_x = clearcoat_roughness * clearcoat_roughness;
+ bsdf->alpha_y = clearcoat_roughness * clearcoat_roughness;
bsdf->extra->cspec0 = make_float3(0.04f, 0.04f, 0.04f);
bsdf->extra->clearcoat = clearcoat;
/* setup bsdf */
- sd->flag |= bsdf_microfacet_ggx_clearcoat_setup(bsdf);
+ sd->flag |= bsdf_microfacet_ggx_clearcoat_setup(bsdf, sd);
}
}
#ifdef __CAUSTICS_TRICKS__
@@ -725,6 +725,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
HairBsdf *bsdf = (HairBsdf*)bsdf_alloc(sd, sizeof(HairBsdf), weight);
if(bsdf) {
+ bsdf->N = N;
bsdf->roughness1 = param1;
bsdf->roughness2 = param2;
bsdf->offset = -stack_load_float(stack, data_node.z);