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Diffstat (limited to 'intern/cycles/render/nodes.cpp')
-rw-r--r--intern/cycles/render/nodes.cpp80
1 files changed, 38 insertions, 42 deletions
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 795166bcf4c..5303d55242e 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -2736,18 +2736,21 @@ NODE_DEFINE(PrincipledBsdfNode)
distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID);
static NodeEnum subsurface_method_enum;
- subsurface_method_enum.insert("burley", CLOSURE_BSSRDF_PRINCIPLED_ID);
- subsurface_method_enum.insert("random_walk", CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID);
+ subsurface_method_enum.insert("random_walk_fixed_radius",
+ CLOSURE_BSSRDF_RANDOM_WALK_FIXED_RADIUS_ID);
+ subsurface_method_enum.insert("random_walk", CLOSURE_BSSRDF_RANDOM_WALK_ID);
SOCKET_ENUM(subsurface_method,
"Subsurface Method",
subsurface_method_enum,
- CLOSURE_BSSRDF_PRINCIPLED_ID);
+ CLOSURE_BSSRDF_RANDOM_WALK_ID);
SOCKET_IN_COLOR(base_color, "Base Color", make_float3(0.8f, 0.8f, 0.8f));
SOCKET_IN_COLOR(subsurface_color, "Subsurface Color", make_float3(0.8f, 0.8f, 0.8f));
SOCKET_IN_FLOAT(metallic, "Metallic", 0.0f);
SOCKET_IN_FLOAT(subsurface, "Subsurface", 0.0f);
SOCKET_IN_VECTOR(subsurface_radius, "Subsurface Radius", make_float3(0.1f, 0.1f, 0.1f));
+ SOCKET_IN_FLOAT(subsurface_ior, "Subsurface IOR", 1.4f);
+ SOCKET_IN_FLOAT(subsurface_anisotropy, "Subsurface Anisotropy", 0.0f);
SOCKET_IN_FLOAT(specular, "Specular", 0.0f);
SOCKET_IN_FLOAT(roughness, "Roughness", 0.5f);
SOCKET_IN_FLOAT(specular_tint, "Specular Tint", 0.0f);
@@ -2857,6 +2860,8 @@ void PrincipledBsdfNode::compile(SVMCompiler &compiler,
ShaderInput *p_metallic,
ShaderInput *p_subsurface,
ShaderInput *p_subsurface_radius,
+ ShaderInput *p_subsurface_ior,
+ ShaderInput *p_subsurface_anisotropy,
ShaderInput *p_specular,
ShaderInput *p_roughness,
ShaderInput *p_specular_tint,
@@ -2896,6 +2901,8 @@ void PrincipledBsdfNode::compile(SVMCompiler &compiler,
int transmission_roughness_offset = compiler.stack_assign(p_transmission_roughness);
int anisotropic_rotation_offset = compiler.stack_assign(p_anisotropic_rotation);
int subsurface_radius_offset = compiler.stack_assign(p_subsurface_radius);
+ int subsurface_ior_offset = compiler.stack_assign(p_subsurface_ior);
+ int subsurface_anisotropy_offset = compiler.stack_assign(p_subsurface_anisotropy);
compiler.add_node(NODE_CLOSURE_BSDF,
compiler.encode_uchar4(closure,
@@ -2929,8 +2936,10 @@ void PrincipledBsdfNode::compile(SVMCompiler &compiler,
__float_as_int(bc_default.y),
__float_as_int(bc_default.z));
- compiler.add_node(
- clearcoat_normal_offset, subsurface_radius_offset, SVM_STACK_INVALID, SVM_STACK_INVALID);
+ compiler.add_node(clearcoat_normal_offset,
+ subsurface_radius_offset,
+ subsurface_ior_offset,
+ subsurface_anisotropy_offset);
float3 ss_default = get_float3(subsurface_color_in->socket_type);
@@ -2953,6 +2962,8 @@ void PrincipledBsdfNode::compile(SVMCompiler &compiler)
input("Metallic"),
input("Subsurface"),
input("Subsurface Radius"),
+ input("Subsurface IOR"),
+ input("Subsurface Anisotropy"),
input("Specular"),
input("Roughness"),
input("Specular Tint"),
@@ -3048,16 +3059,16 @@ NODE_DEFINE(SubsurfaceScatteringNode)
SOCKET_IN_NORMAL(normal, "Normal", zero_float3(), SocketType::LINK_NORMAL);
SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL);
- static NodeEnum falloff_enum;
- falloff_enum.insert("cubic", CLOSURE_BSSRDF_CUBIC_ID);
- falloff_enum.insert("gaussian", CLOSURE_BSSRDF_GAUSSIAN_ID);
- falloff_enum.insert("burley", CLOSURE_BSSRDF_BURLEY_ID);
- falloff_enum.insert("random_walk", CLOSURE_BSSRDF_RANDOM_WALK_ID);
- SOCKET_ENUM(falloff, "Falloff", falloff_enum, CLOSURE_BSSRDF_BURLEY_ID);
+ static NodeEnum method_enum;
+ method_enum.insert("random_walk_fixed_radius", CLOSURE_BSSRDF_RANDOM_WALK_FIXED_RADIUS_ID);
+ method_enum.insert("random_walk", CLOSURE_BSSRDF_RANDOM_WALK_ID);
+ SOCKET_ENUM(method, "Method", method_enum, CLOSURE_BSSRDF_RANDOM_WALK_ID);
+
SOCKET_IN_FLOAT(scale, "Scale", 0.01f);
SOCKET_IN_VECTOR(radius, "Radius", make_float3(0.1f, 0.1f, 0.1f));
- SOCKET_IN_FLOAT(sharpness, "Sharpness", 0.0f);
- SOCKET_IN_FLOAT(texture_blur, "Texture Blur", 1.0f);
+
+ SOCKET_IN_FLOAT(subsurface_ior, "IOR", 1.4f);
+ SOCKET_IN_FLOAT(subsurface_anisotropy, "Anisotropy", 0.0f);
SOCKET_OUT_CLOSURE(BSSRDF, "BSSRDF");
@@ -3066,20 +3077,19 @@ NODE_DEFINE(SubsurfaceScatteringNode)
SubsurfaceScatteringNode::SubsurfaceScatteringNode() : BsdfNode(get_node_type())
{
- closure = falloff;
+ closure = method;
}
void SubsurfaceScatteringNode::compile(SVMCompiler &compiler)
{
- closure = falloff;
- BsdfNode::compile(
- compiler, input("Scale"), input("Texture Blur"), input("Radius"), input("Sharpness"));
+ closure = method;
+ BsdfNode::compile(compiler, input("Scale"), input("IOR"), input("Radius"), input("Anisotropy"));
}
void SubsurfaceScatteringNode::compile(OSLCompiler &compiler)
{
- closure = falloff;
- compiler.parameter(this, "falloff");
+ closure = method;
+ compiler.parameter(this, "method");
compiler.add(this, "node_subsurface_scattering");
}
@@ -3786,20 +3796,6 @@ void GeometryNode::compile(OSLCompiler &compiler)
compiler.add(this, "node_geometry");
}
-int GeometryNode::get_group()
-{
- ShaderOutput *out;
- int result = ShaderNode::get_group();
-
- /* Backfacing uses NODE_LIGHT_PATH */
- out = output("Backfacing");
- if (!out->links.empty()) {
- result = max(result, NODE_GROUP_LEVEL_1);
- }
-
- return result;
-}
-
/* TextureCoordinate */
NODE_DEFINE(TextureCoordinateNode)
@@ -5926,33 +5922,33 @@ NODE_DEFINE(OutputAOVNode)
OutputAOVNode::OutputAOVNode() : ShaderNode(get_node_type())
{
special_type = SHADER_SPECIAL_TYPE_OUTPUT_AOV;
- slot = -1;
+ offset = -1;
}
void OutputAOVNode::simplify_settings(Scene *scene)
{
- slot = scene->film->get_aov_offset(scene, name.string(), is_color);
- if (slot == -1) {
- slot = scene->film->get_aov_offset(scene, name.string(), is_color);
+ offset = scene->film->get_aov_offset(scene, name.string(), is_color);
+ if (offset == -1) {
+ offset = scene->film->get_aov_offset(scene, name.string(), is_color);
}
- if (slot == -1 || is_color) {
+ if (offset == -1 || is_color) {
input("Value")->disconnect();
}
- if (slot == -1 || !is_color) {
+ if (offset == -1 || !is_color) {
input("Color")->disconnect();
}
}
void OutputAOVNode::compile(SVMCompiler &compiler)
{
- assert(slot >= 0);
+ assert(offset >= 0);
if (is_color) {
- compiler.add_node(NODE_AOV_COLOR, compiler.stack_assign(input("Color")), slot);
+ compiler.add_node(NODE_AOV_COLOR, compiler.stack_assign(input("Color")), offset);
}
else {
- compiler.add_node(NODE_AOV_VALUE, compiler.stack_assign(input("Value")), slot);
+ compiler.add_node(NODE_AOV_VALUE, compiler.stack_assign(input("Value")), offset);
}
}