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2013-05-16Cycles:Thomas Dinges
* Revert part of r56832, if code gets more complicated, it's better to keep it more logical here.
2013-05-16Code cleanup / Cycles:Thomas Dinges
* Some simplification of closure code (Velvet and Toon).
2013-05-12Cycles / Math:Thomas Dinges
* Add M_2PI_F and M_4PI_F constants and use them inside the codebase.
2013-05-11Cycles / Closures:Thomas Dinges
* Avoid some unnecessary re-declarations of closure data and simplify *_setup() functions a bit.
2013-05-10Code cleanup / Cycles:Thomas Dinges
* Change some more if / else if conditions to switch / case. * Avoid an unneeded variable casting in phong_ramp closure.
2013-05-03Fix for recent glossy BSDF fix, color ramp test file was rendering different.Brecht Van Lommel
2013-05-03Fix #35160: cycles was rendering glossy BSDF's with zero roughness too roughBrecht Van Lommel
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.
2013-04-09Fix #34740: cycles rendering issue mixing glossy/glass BSDF's with zero or veryBrecht Van Lommel
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.
2013-04-02Cycles: initial subsurface multiple scattering support. It's not working asBrecht Van Lommel
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
2012-12-20Cycles OSL: diffuse_toon and specular_toon closures. These are toon shaders withBrecht Van Lommel
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
2012-12-15Cycles OSL minor optimizations: recycle shading context, don't do memoryBrecht Van Lommel
allocations for trace data, avoid some virtual function calls. Only helps a few percentages.
2012-12-12Cycles: disable scaling up of ray differentials after diffuse/glossy bounce, ↵Brecht Van Lommel
this isn't working well for OSL texture filtering and wasn't very helpful to begin with, a better solution should be possible.
2012-12-11Cycles OSL: add diffuse_ramp closure in addition to phong_ramp.Brecht Van Lommel
2012-11-28Fix #33334: missing glossy label for OSL phong ramp caused assert.Brecht Van Lommel
2012-11-06Cycles OSL: phong_ramp(N, exponent, colors[8]) closure added, which works likeBrecht Van Lommel
a specular ramp shader. Note this is OSL only still, for experimenting. Patch by Thomas.
2012-11-06Cycles: 4 new nodes.Brecht Van Lommel
* 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
2012-11-03Cycles OSL: refactoring and fixesBrecht Van Lommel
* 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
2012-10-20Cycles OSL: most closure code is now shared between OSL and SVM. Also fixBrecht Van Lommel
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.