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-rw-r--r--source/blender/blenkernel/BKE_node.h2
-rw-r--r--source/blender/blenkernel/intern/node.c1
-rw-r--r--source/blender/editors/space_node/drawnode.c8
-rw-r--r--source/blender/makesdna/DNA_node_types.h5
-rw-r--r--source/blender/makesrna/intern/rna_nodetree.c22
-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_hair_principled.c133
9 files changed, 174 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_node.h b/source/blender/blenkernel/BKE_node.h
index 8e54c6a87c4..23ef45416f7 100644
--- a/source/blender/blenkernel/BKE_node.h
+++ b/source/blender/blenkernel/BKE_node.h
@@ -794,6 +794,8 @@ struct ShadeResult;
#define SH_NODE_DISPLACEMENT 198
#define SH_NODE_VECTOR_DISPLACEMENT 199
#define SH_NODE_VOLUME_PRINCIPLED 200
+/* 201..700 occupied by other node types, continue from 701 */
+#define SH_NODE_BSDF_HAIR_PRINCIPLED 701
/* 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 f15d90100d2..c830917a547 100644
--- a/source/blender/blenkernel/intern/node.c
+++ b/source/blender/blenkernel/intern/node.c
@@ -3622,6 +3622,7 @@ static void registerShaderNodes(void)
register_node_type_sh_bsdf_velvet();
register_node_type_sh_bsdf_toon();
register_node_type_sh_bsdf_hair();
+ register_node_type_sh_bsdf_hair_principled();
register_node_type_sh_emission();
register_node_type_sh_holdout();
register_node_type_sh_volume_absorption();
diff --git a/source/blender/editors/space_node/drawnode.c b/source/blender/editors/space_node/drawnode.c
index 23df1b72c37..6e52af2898e 100644
--- a/source/blender/editors/space_node/drawnode.c
+++ b/source/blender/editors/space_node/drawnode.c
@@ -1111,6 +1111,11 @@ static void node_shader_buts_hair(uiLayout *layout, bContext *UNUSED(C), Pointer
uiItemR(layout, ptr, "component", 0, "", ICON_NONE);
}
+static void node_shader_buts_principled_hair(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
+{
+ uiItemR(layout, ptr, "parametrization", 0, "", ICON_NONE);
+}
+
static void node_shader_buts_ies(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *row;
@@ -1301,6 +1306,9 @@ static void node_shader_set_butfunc(bNodeType *ntype)
case SH_NODE_BSDF_HAIR:
ntype->draw_buttons = node_shader_buts_hair;
break;
+ case SH_NODE_BSDF_HAIR_PRINCIPLED:
+ ntype->draw_buttons = node_shader_buts_principled_hair;
+ break;
case SH_NODE_SCRIPT:
ntype->draw_buttons = node_shader_buts_script;
ntype->draw_buttons_ex = node_shader_buts_script_ex;
diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h
index 00758bd1379..5c692cf85da 100644
--- a/source/blender/makesdna/DNA_node_types.h
+++ b/source/blender/makesdna/DNA_node_types.h
@@ -963,6 +963,11 @@ typedef struct NodeCryptomatte {
#define SHD_HAIR_REFLECTION 0
#define SHD_HAIR_TRANSMISSION 1
+/* principled hair parametrization */
+#define SHD_PRINCIPLED_HAIR_REFLECTANCE 0
+#define SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION 1
+#define SHD_PRINCIPLED_HAIR_DIRECT_ABSORPTION 2
+
/* blend texture */
#define SHD_BLEND_LINEAR 0
#define SHD_BLEND_QUADRATIC 1
diff --git a/source/blender/makesrna/intern/rna_nodetree.c b/source/blender/makesrna/intern/rna_nodetree.c
index 52fbadd0f54..b41e9b1c4e5 100644
--- a/source/blender/makesrna/intern/rna_nodetree.c
+++ b/source/blender/makesrna/intern/rna_nodetree.c
@@ -3350,6 +3350,13 @@ static const EnumPropertyItem node_hair_items[] = {
{0, NULL, 0, NULL, NULL}
};
+static const EnumPropertyItem node_principled_hair_items[] = {
+ {SHD_PRINCIPLED_HAIR_DIRECT_ABSORPTION, "ABSORPTION", 0, "Absorption coefficient", "Directly set the absorption coefficient sigma_a. This is not the most intuitive way to color hair."},
+ {SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION, "MELANIN", 0, "Melanin concentration", "Define the melanin concentrations below to get the most realistic-looking hair. You can get the concentrations for different types of hair online."},
+ {SHD_PRINCIPLED_HAIR_REFLECTANCE, "COLOR", 0, "Direct coloring", "Choose the color of your preference, and the shader will approximate the absorption coefficient to render lookalike hair."},
+ {0, NULL, 0, NULL, NULL}
+};
+
static const EnumPropertyItem node_script_mode_items[] = {
{NODE_SCRIPT_INTERNAL, "INTERNAL", 0, "Internal", "Use internal text data-block"},
{NODE_SCRIPT_EXTERNAL, "EXTERNAL", 0, "External", "Use external .osl or .oso file"},
@@ -4409,6 +4416,21 @@ static void def_hair(StructRNA *srna)
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
}
+/* RNA initialization for the custom property. */
+static void def_hair_principled(StructRNA *srna)
+{
+ PropertyRNA *prop;
+
+ prop = RNA_def_property(srna, "parametrization", PROP_ENUM, PROP_NONE);
+ RNA_def_property_enum_sdna(prop, NULL, "custom1");
+ RNA_def_property_ui_text(prop, "Color parametrization", "Select the shader's color parametrization");
+ RNA_def_property_enum_items(prop, node_principled_hair_items);
+ RNA_def_property_enum_default(prop, SHD_PRINCIPLED_HAIR_REFLECTANCE);
+ /* Upon editing, update both the node data AND the UI representation */
+ /* (This effectively shows/hides the relevant sockets) */
+ RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_ShaderNode_socket_update");
+}
+
static void def_sh_uvmap(StructRNA *srna)
{
PropertyRNA *prop;
diff --git a/source/blender/nodes/CMakeLists.txt b/source/blender/nodes/CMakeLists.txt
index 5a5d5997878..7ef41b25de8 100644
--- a/source/blender/nodes/CMakeLists.txt
+++ b/source/blender/nodes/CMakeLists.txt
@@ -173,6 +173,7 @@ set(SRC
shader/nodes/node_shader_bsdf_transparent.c
shader/nodes/node_shader_bsdf_velvet.c
shader/nodes/node_shader_bsdf_hair.c
+ shader/nodes/node_shader_bsdf_hair_principled.c
shader/nodes/node_shader_bump.c
shader/nodes/node_shader_emission.c
shader/nodes/node_shader_fresnel.c
diff --git a/source/blender/nodes/NOD_shader.h b/source/blender/nodes/NOD_shader.h
index ca604363e35..d4134f09597 100644
--- a/source/blender/nodes/NOD_shader.h
+++ b/source/blender/nodes/NOD_shader.h
@@ -116,6 +116,7 @@ void register_node_type_sh_volume_absorption(void);
void register_node_type_sh_volume_scatter(void);
void register_node_type_sh_volume_principled(void);
void register_node_type_sh_bsdf_hair(void);
+void register_node_type_sh_bsdf_hair_principled(void);
void register_node_type_sh_subsurface_scattering(void);
void register_node_type_sh_mix_shader(void);
void register_node_type_sh_add_shader(void);
diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index a4f8a798576..2fa8cda56a5 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -89,6 +89,7 @@ DefNode( ShaderNode, SH_NODE_BSDF_TRANSPARENT, 0, "BS
DefNode( ShaderNode, SH_NODE_BSDF_VELVET, 0, "BSDF_VELVET", BsdfVelvet, "Velvet BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_TOON, def_toon, "BSDF_TOON", BsdfToon, "Toon BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_HAIR, def_hair, "BSDF_HAIR", BsdfHair, "Hair BSDF", "" )
+DefNode( ShaderNode, SH_NODE_BSDF_HAIR_PRINCIPLED, def_hair_principled, "BSDF_HAIR_PRINCIPLED", BsdfHairPrincipled, "Principled Hair BSDF", "")
DefNode( ShaderNode, SH_NODE_SUBSURFACE_SCATTERING, def_sh_subsurface, "SUBSURFACE_SCATTERING",SubsurfaceScattering,"Subsurface Scattering","")
DefNode( ShaderNode, SH_NODE_VOLUME_ABSORPTION, 0, "VOLUME_ABSORPTION", VolumeAbsorption, "Volume Absorption", "" )
DefNode( ShaderNode, SH_NODE_VOLUME_SCATTER, 0, "VOLUME_SCATTER", VolumeScatter, "Volume Scatter", "" )
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.c
new file mode 100644
index 00000000000..c5029852033
--- /dev/null
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.c
@@ -0,0 +1,133 @@
+/*
+ * ***** 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) 2018 Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Lukas Stockner, L. E. Segovia
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include "../node_shader_util.h"
+
+/* **************** OUTPUT ******************** */
+
+/* Color, melanin and absorption coefficient default to approximately same brownish hair. */
+static bNodeSocketTemplate sh_node_bsdf_hair_principled_in[] = {
+ { SOCK_RGBA, 1, N_("Color"), 0.017513f, 0.005763f, 0.002059f, 1.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 1, N_("Melanin"), 0.8f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Melanin Redness"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_RGBA, 1, N_("Tint"), 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f},
+ { SOCK_VECTOR, 1, N_("Absorption Coefficient"), 0.245531f, 0.52f, 1.365f, 0.0f, 0.0f, 1000.0f},
+ { SOCK_FLOAT, 1, N_("Roughness"), 0.3f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Radial Roughness"), 0.3f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Coat"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("IOR"), 1.55f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
+ { SOCK_FLOAT, 1, N_("Offset"), 2.f*((float)M_PI)/180.f, 0.0f, 0.0f, 0.0f, -M_PI_2, M_PI_2, PROP_ANGLE},
+ { SOCK_FLOAT, 1, N_("Random Color"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Random Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Random"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+ { -1, 0, "" },
+};
+
+static bNodeSocketTemplate sh_node_bsdf_hair_principled_out[] = {
+ { SOCK_SHADER, 0, N_("BSDF")},
+ { -1, 0, "" }
+};
+
+/* Initialize the custom Parametrization property to Color. */
+static void node_shader_init_hair_principled(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ node->custom1 = SHD_PRINCIPLED_HAIR_REFLECTANCE;
+}
+
+/* Triggers (in)visibility of some sockets when changing Parametrization. */
+static void node_shader_update_hair_principled(bNodeTree *UNUSED(ntree), bNode *node)
+{
+ bNodeSocket *sock;
+ int parametrization = node->custom1;
+
+ for (sock = node->inputs.first; sock; sock = sock->next) {
+ if (STREQ(sock->name, "Color")) {
+ if (parametrization == SHD_PRINCIPLED_HAIR_REFLECTANCE) {
+ sock->flag &= ~SOCK_UNAVAIL;
+ }
+ else {
+ sock->flag |= SOCK_UNAVAIL;
+ }
+ }
+ else if (STREQ(sock->name, "Melanin")) {
+ if (parametrization == SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION) {
+ sock->flag &= ~SOCK_UNAVAIL;
+ }
+ else {
+ sock->flag |= SOCK_UNAVAIL;
+ }
+ }
+ else if (STREQ(sock->name, "Melanin Redness")) {
+ if (parametrization == SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION) {
+ sock->flag &= ~SOCK_UNAVAIL;
+ }
+ else {
+ sock->flag |= SOCK_UNAVAIL;
+ }
+ }
+ else if (STREQ(sock->name, "Tint")) {
+ if (parametrization == SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION) {
+ sock->flag &= ~SOCK_UNAVAIL;
+ }
+ else {
+ sock->flag |= SOCK_UNAVAIL;
+ }
+ }
+ else if (STREQ(sock->name, "Absorption Coefficient")) {
+ if (parametrization == SHD_PRINCIPLED_HAIR_DIRECT_ABSORPTION) {
+ sock->flag &= ~SOCK_UNAVAIL;
+ }
+ else {
+ sock->flag |= SOCK_UNAVAIL;
+ }
+ }
+ else if (STREQ(sock->name, "Random Color")) {
+ if (parametrization == SHD_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION) {
+ sock->flag &= ~SOCK_UNAVAIL;
+ }
+ else {
+ sock->flag |= SOCK_UNAVAIL;
+ }
+ }
+ }
+}
+
+/* node type definition */
+void register_node_type_sh_bsdf_hair_principled(void)
+{
+ static bNodeType ntype;
+
+ sh_node_type_base(&ntype, SH_NODE_BSDF_HAIR_PRINCIPLED, "Principled Hair BSDF", NODE_CLASS_SHADER, 0);
+ node_type_compatibility(&ntype, NODE_NEW_SHADING);
+ node_type_socket_templates(&ntype, sh_node_bsdf_hair_principled_in, sh_node_bsdf_hair_principled_out);
+ node_type_size_preset(&ntype, NODE_SIZE_LARGE);
+ node_type_init(&ntype, node_shader_init_hair_principled);
+ node_type_storage(&ntype, "", NULL, NULL);
+ node_type_update(&ntype, node_shader_update_hair_principled, NULL);
+
+ nodeRegisterType(&ntype);
+}