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Diffstat (limited to 'intern/cycles/render/nodes.cpp')
-rw-r--r--intern/cycles/render/nodes.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 9b565c3ede1..57b475e5cd0 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -2316,8 +2316,8 @@ NODE_DEFINE(PrincipledBsdfNode)
SOCKET_IN_FLOAT(clearcoat, "Clearcoat", 0.0f);
SOCKET_IN_FLOAT(clearcoat_gloss, "Clearcoat Gloss", 0.0f);
SOCKET_IN_FLOAT(ior, "IOR", 0.0f);
- SOCKET_IN_FLOAT(transparency, "Transparency", 0.0f);
- SOCKET_IN_FLOAT(refraction_roughness, "Refraction Roughness", 0.0f);
+ SOCKET_IN_FLOAT(transmission, "Transmission", 0.0f);
+ SOCKET_IN_FLOAT(transmission_roughness, "Transmission Roughness", 0.0f);
SOCKET_IN_FLOAT(anisotropic_rotation, "Anisotropic Rotation", 0.0f);
SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
SOCKET_IN_NORMAL(clearcoat_normal, "Clearcoat Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
@@ -2352,7 +2352,7 @@ void PrincipledBsdfNode::attributes(Shader *shader, AttributeRequestSet *attribu
void PrincipledBsdfNode::compile(SVMCompiler& compiler, ShaderInput *p_metallic, ShaderInput *p_subsurface, ShaderInput *p_subsurface_radius,
ShaderInput *p_specular, ShaderInput *p_roughness, ShaderInput *p_specular_tint, ShaderInput *p_anisotropic,
ShaderInput *p_sheen, ShaderInput *p_sheen_tint, ShaderInput *p_clearcoat, ShaderInput *p_clearcoat_gloss,
- ShaderInput *p_ior, ShaderInput *p_transparency, ShaderInput *p_anisotropic_rotation, ShaderInput *p_refraction_roughness)
+ ShaderInput *p_ior, ShaderInput *p_transmission, ShaderInput *p_anisotropic_rotation, ShaderInput *p_transmission_roughness)
{
ShaderInput *base_color_in = input("Base Color");
ShaderInput *subsurface_color_in = input("Subsurface Color");
@@ -2376,8 +2376,8 @@ void PrincipledBsdfNode::compile(SVMCompiler& compiler, ShaderInput *p_metallic,
int clearcoat_offset = compiler.stack_assign(p_clearcoat);
int clearcoat_gloss_offset = compiler.stack_assign(p_clearcoat_gloss);
int ior_offset = compiler.stack_assign(p_ior);
- int transparency_offset = compiler.stack_assign(p_transparency);
- int refraction_roughness_offset = compiler.stack_assign(p_refraction_roughness);
+ int transmission_offset = compiler.stack_assign(p_transmission);
+ 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);
@@ -2393,7 +2393,7 @@ void PrincipledBsdfNode::compile(SVMCompiler& compiler, ShaderInput *p_metallic,
compiler.encode_uchar4(specular_offset, roughness_offset, specular_tint_offset, anisotropic_offset),
compiler.encode_uchar4(sheen_offset, sheen_tint_offset, clearcoat_offset, clearcoat_gloss_offset));
- compiler.add_node(compiler.encode_uchar4(ior_offset, transparency_offset, anisotropic_rotation_offset, refraction_roughness_offset),
+ compiler.add_node(compiler.encode_uchar4(ior_offset, transmission_offset, anisotropic_rotation_offset, transmission_roughness_offset),
distribution, SVM_STACK_INVALID, SVM_STACK_INVALID);
float3 bc_default = get_float3(base_color_in->socket_type);
@@ -2419,8 +2419,8 @@ void PrincipledBsdfNode::compile(SVMCompiler& compiler)
{
compile(compiler, input("Metallic"), input("Subsurface"), input("Subsurface Radius"), input("Specular"),
input("Roughness"), input("Specular Tint"), input("Anisotropic"), input("Sheen"), input("Sheen Tint"),
- input("Clearcoat"), input("Clearcoat Gloss"), input("IOR"), input("Transparency"),
- input("Anisotropic Rotation"), input("Refraction Roughness"));
+ input("Clearcoat"), input("Clearcoat Gloss"), input("IOR"), input("Transmission"),
+ input("Anisotropic Rotation"), input("Transmission Roughness"));
}
void PrincipledBsdfNode::compile(OSLCompiler& compiler)