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2014-10-30Cycles / OSL: Support microfacet() closure color function from OSL 1.5Thomas Dinges
This is basically just a wrapper class, which maps the generic call from the OSL spec to our closures. Example usage: shader microfacet_osl( color Color = color(0.8), int Distribution = 0, normal Normal = N, vector Tangent = normalize(dPdu), float RoughnessU = 0.0, float RoughnessV = 0.0, float IOR = 1.4, int Refract = 0, output closure color BSDF = 0) { if (Distribution == 0) BSDF = Color * microfacet("ggx", Normal, Tangent, RoughnessU, RoughnessV, IOR, Refract); else BSDF = Color * microfacet("beckmann", Normal, Tangent, RoughnessU, RoughnessV, IOR, Refract); }
2014-10-03Cycles: Remove Westin closure.Thomas Dinges
Was hooked up last year for testing purposes, as we already had some code for it, but the closure itself is not really good nor really useful, so let's remove it.
2014-08-01Cycles: Update stdosl.h for OSL 1.5.Thomas Dinges
2014-07-25Cycles: Drop old OSL closure compatibility code.Thomas Dinges
This was added to keep custom OSL scripts with Toon and SSS closure calls working. 1 year after the change, we can drop the compatibility code now.
2014-06-14Cycles: glossy and anisotropic BSDF changesBrecht Van Lommel
* Anisotropic BSDF now supports GGX and Beckmann distributions, Ward has been removed because other distributions are superior. * GGX is now the default distribution for all glossy and anisotropic nodes, since it looks good, has low noise and is fast to evaluate. * Ashikhmin-Shirley is now available in the Glossy BSDF.
2014-06-14Cycles: Ashikhmin-Shirley anisotropic BSDFKarsten Schwenk
* Ashikhmin-Shirley anisotropic BSDF was added as closure * Anisotropic BSDF node now has two distributions Reviewers: brecht, dingto Differential Revision: https://developer.blender.org/D549
2013-12-28Cycles Volume Render: work on nodes and closures.Brecht Van Lommel
* Henyey-Greenstein scattering closure implementation. * Rename transparent to absorption node and isotropic to scatter node. * Volume density is folded into the closure weights. * OSL support for volume closures and nodes. * This commit has no user visible changes, there is no volume render code yet. This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
2013-12-08Cycles: Update stdosl.h to OSL 1.4.0. (includes new aastep functions).Thomas Dinges
2013-09-30Fix [#36863] OSL clamp, min and max functions have wrong signature when ↵Thomas Dinges
arguments are integers * This was fixed in OSL 1.3.2, but we used an outdated stdosl.h.
2013-09-16Cycles Hair: Two basic bair shaders addedStuart Broadfoot
A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift. Llimitations include: -No glint or fresnel adjustments. -The 'offset' is un-used when triangle primitives are used.
2013-09-04Cycles: add a sharpness input to the Cubic SSS falloff. When set to 1 this willBrecht Van Lommel
give a result more similar to the Compatible falloff option. The scale is x2 though to keep the perceived scatter radius roughly the same while changing the sharpness. Difference with compatible will be mainly on non-flat geometry.
2013-08-18Cycles: Subsurface ScatteringBrecht Van Lommel
New features: * Bump mapping now works with SSS * Texture Blur factor for SSS, see the documentation for details: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering Work in progress for feedback: Initial implementation of the "BSSRDF Importance Sampling" paper, which uses a different importance sampling method. It gives better quality results in many ways, with the availability of both Cubic and Gaussian falloff functions, but also tends to be more noisy when using the progressive integrator and does not give great results with some geometry. It works quite well for the non-progressive integrator and is often less noisy there. This code may still change a lot, so unless you're testing it may be best to stick to the Compatible falloff function. Skin test render and file that takes advantage of the gaussian falloff: http://www.pasteall.org/pic/show.php?id=57661 http://www.pasteall.org/pic/show.php?id=57662 http://www.pasteall.org/blend/23501
2013-06-11Fix cycles backwards compatibility for specular_toon shader this actually needsBrecht Van Lommel
to be done in cycles itself to keep compatibility for bytecode too. Also fix broken button to compile OSL from the text editors, this got broken after recent change to disable editing of library linked nodes.
2013-06-10Fix cycles OSL backwards compatibility for specular_toon, it got renamed to ↵Brecht Van Lommel
glossy_toon but we can keep the old name working too.
2013-05-23Cycles / Toon BSDF:Thomas Dinges
* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering. * There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node. Documentation: http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon Example render & blend file: http://www.pasteall.org/pic/show.php?id=51970 http://www.pasteall.org/blend/21579
2013-05-18Cycles / OSL:Thomas Dinges
* Added Westin Sheen and Westin Backscatter closures for testing, useful for Cloth like effects. Only available via OSL, added an example OSL shader to the Templates (Text Editor).
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
2012-12-28Fix OSL distance() of point to line segment function not being available,Brecht Van Lommel
implemented now in stdosl.h.
2012-12-22Cycles OSL: handle new getattribute constant folding with renderstate NULL ↵Brecht Van Lommel
check, and fix #33654, distance to line segment function is not implemented but compiled anyway, now it should give a compile error.
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
2012-12-11Cycles OSL: add diffuse_ramp closure in addition to phong_ramp.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