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Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c30
1 files changed, 5 insertions, 25 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
index 4b91bcbd11c..e917858e0f2 100644
--- a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
+++ b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
@@ -25,8 +25,8 @@ static bNodeSocketTemplate sh_node_subsurface_scattering_in[] = {
{SOCK_RGBA, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
{SOCK_FLOAT, N_("Scale"), 1.0, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{SOCK_VECTOR, N_("Radius"), 1.0f, 0.2f, 0.1f, 0.0f, 0.0f, 100.0f, PROP_NONE, SOCK_COMPACT},
- {SOCK_FLOAT, N_("Sharpness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
- {SOCK_FLOAT, N_("Texture Blur"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ {SOCK_FLOAT, N_("IOR"), 1.4f, 0.0f, 0.0f, 0.0f, 1.01f, 3.8f, PROP_FACTOR},
+ {SOCK_FLOAT, N_("Anisotropy"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{SOCK_VECTOR, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{-1, ""},
};
@@ -38,7 +38,8 @@ static bNodeSocketTemplate sh_node_subsurface_scattering_out[] = {
static void node_shader_init_subsurface_scattering(bNodeTree *UNUSED(ntree), bNode *node)
{
- node->custom1 = SHD_SUBSURFACE_BURLEY;
+ node->custom1 = SHD_SUBSURFACE_RANDOM_WALK;
+ node->custom2 = true;
}
static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat,
@@ -54,11 +55,8 @@ static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat,
if (node->sss_id > 0) {
bNodeSocket *socket = BLI_findlink(&node->original->inputs, 2);
bNodeSocketValueRGBA *socket_data = socket->default_value;
- bNodeSocket *socket_sharp = BLI_findlink(&node->original->inputs, 3);
- bNodeSocketValueFloat *socket_data_sharp = socket_sharp->default_value;
/* For some reason it seems that the socket value is in ARGB format. */
- GPU_material_sss_profile_create(
- mat, &socket_data->value[1], &node->original->custom1, &socket_data_sharp->value);
+ GPU_material_sss_profile_create(mat, &socket_data->value[1]);
/* sss_id is 0 only the node is not connected to any output.
* In this case flagging the material would trigger a bug (see T68736). */
@@ -69,23 +67,6 @@ static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat,
mat, node, "node_subsurface_scattering", in, out, GPU_constant(&node->sss_id));
}
-static void node_shader_update_subsurface_scattering(bNodeTree *UNUSED(ntree), bNode *node)
-{
- bNodeSocket *sock;
- int falloff = node->custom1;
-
- for (sock = node->inputs.first; sock; sock = sock->next) {
- if (STREQ(sock->name, "Sharpness")) {
- if (falloff == SHD_SUBSURFACE_CUBIC) {
- sock->flag &= ~SOCK_UNAVAIL;
- }
- else {
- sock->flag |= SOCK_UNAVAIL;
- }
- }
- }
-}
-
/* node type definition */
void register_node_type_sh_subsurface_scattering(void)
{
@@ -99,7 +80,6 @@ void register_node_type_sh_subsurface_scattering(void)
node_type_init(&ntype, node_shader_init_subsurface_scattering);
node_type_storage(&ntype, "", NULL, NULL);
node_type_gpu(&ntype, node_shader_gpu_subsurface_scattering);
- node_type_update(&ntype, node_shader_update_subsurface_scattering);
nodeRegisterType(&ntype);
}