Age | Commit message (Collapse) | Author |
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* Revert part of r56832, if code gets more complicated, it's better to keep it more logical here.
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* Some simplification of closure code (Velvet and Toon).
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* Add M_2PI_F and M_4PI_F constants and use them inside the codebase.
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* Avoid some unnecessary re-declarations of closure data and simplify *_setup() functions a bit.
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* Change some more if / else if conditions to switch / case.
* Avoid an unneeded variable casting in phong_ramp closure.
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after a bugfix for precision issues with low roughness. Now it renders them as
perfectly sharp which avoids the problematic calculations rather than increasing
the roughness.
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low roughness and same index of refraction.
Problem was bad float precision due to low roughness, which caused the pdf for
the different closures to not match properly.
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well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.
It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.
Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.
The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.
There is also no GPU support yet, will test if I can get that working later.
Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF
Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
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a size parameter between 0.0 and 1.0 that gives a angle of reflection between
0° and 90°, and a smooth parameter that gives and angle over which a smooth
transition from full to no reflection happens.
These work with global illumination and do importance sampling of the area within
the angle. Note that unlike most other BSDF's these are not energy conserving in
general, in particular if their weight is 1.0 and size > 2/3 (or 60°) they will
add more energy in each bounce.
Diffuse: http://www.pasteall.org/pic/show.php?id=42119
Specular: http://www.pasteall.org/pic/show.php?id=42120
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allocations for trace data, avoid some virtual function calls. Only helps
a few percentages.
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this
isn't working well for OSL texture filtering and wasn't very helpful to begin
with, a better solution should be possible.
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a specular ramp shader. Note this is OSL only still, for experimenting.
Patch by Thomas.
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* Tangent: generate a tangent direction for anisotropic shading. Can be either
radial around X/Y/Z axis, or from a UV map. The default tangent for the
anisotropic BSDF and geometry node is now always radial Z, for UV tangent use
this node now.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent
* Normal Map: generate a perturbed normal from an RGB normal map image. This
is usually chained with an Image Texture node in the color input, to specify
the normal map image. For tangent space normal maps, the UV coordinates for
the image must match, and the image texture should be set to Non-Color mode
to give correct results.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map
* Refraction BSDF: for best results this node should be considered as a building
block and not be used on its own, but rather mixed with a glossy node using a
fresnel type factor. Otherwise it will give quite dark results at the edges for
glossy refraction.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction
* Ambient Occlusion: controls the amount of AO a surface receives, rather than
having just a global factor in the world. Note that this outputs a shader and
not a color, that's for another time.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
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* Moved kernel/osl/nodes to kernel/shaders
* Renamed standard attributes to use geom:, particle:, object: prefixes
* Update stdosl.h to properly reflect the closures we support
* Fix the wrong stdosl.h being used for building shaders
* Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes
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transmission pass and filter glossy option.
The BSDF closure class is now more similar to the SVM closures, and includes
some flags and labels that are needed to properly categorize the BSDF's for
render passes. Phong closure is gone for the moment, needs to be adapated to
the new structure still.
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