Age | Commit message (Collapse) | Author |
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The solution is to do the multiplication with the energy in the shader
after texture application.
We might be able to avoid setting dyncol completely, but this needs
better investigation. Some shader paths also look a bit redundant.
Also, texture mapping is not supported very well for light lamps, might
also need investigation.
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Few things:
- reflect() takes arguments in this order: N, I, it was swapped
in the previous code for some reason.
- Normal and view vectors are to be normalized. For the view
vector we're now using shade_view() in order to deal with the
ortho camera. However, Cycles does not support ortho camera
for reflection, but this is easy to do in a separate commit.
- Reflection vector is to be in the world space. Kudos to
Antony Riakiotakis for figuring this out!
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avoid software fallback.
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Checked with Brecht, Cycles indeed expects generated to be in 0..1 space
instead of -1..1 as it is in BI.
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Soft light and Linear light blend modes weren't implemented in glsl
Reviewers: psy-fi
Maniphest Tasks: T41456
Differential Revision: https://developer.blender.org/D744
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ATIs.
This is actually a test to see if this can be enabled on ATI cards.
According to various sources, newer ATI cards supporting GLSL 3.0
support gl_ClippingDistance in shaders, which is the forward compatible
way to do custom clipping.
This fix will bind 6 additional varying variables on ATIs, which may
lead to some shaders not compiling due to limiting out of those
variables, or to performance degradation. Also I do not have an ATI
handy to test.
Having those in mind, this commit may well be reverted later.
Clipping planes are usually 4 (6 is for cube clipping), but making
shaders depend on viewport state is really bad, and would lead to
recompilation, so I took the worst case here to avoid that.
Hopefully driver does some optimization there.
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Clipping border causes a software fallback on ATIs. We have disabled it
in that case but from minor digging on the net seems like Intels support
this, so enable.
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To prevent only shadow lamps from producing negative colors, shr->diff
and shr->spec should've been clamped to positive values after lamp loop.
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Reviewed By: dingto, brecht
Differential Revision: https://developer.blender.org/D507
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The formula was not consistent across Blender and behaved strangely, now it is
a simple linear blend between color1 and min(color1, color2).
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D489
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This commit does various changes for matcaps:
One is taking advantage of drawing with pbvh (which would only happen
with dyntopo previously) and drawing with partial redraw during
sculpting.
The second one is support for masks. To make this work in the special
case of multires, which uses flat shading, I use the only available flat
shaded builtins in OpenGL 2.0 which are color and secondary color.
Abusing colors in that way is also essential for flat shading to work if
we are to use pbvh draw in multires, since it is the color that is being
interpolated flatly, not the normal (which can only interpolated
smoothly). The pbvh drawing code for multires used last triangle
element's normal to compute the shading which would only produce smooth
results. This could change if we did the shading in the vertex shader
for flat shaded primitives, but this is more complex and makes it harder
to have one shader to rule the mole.
Also increased the brightness of the default diffuse color for
sculpting. This should be useful since artists like to tweak the
lighting settings and it will give them the full dynamic range of the
lights, but also it helps with correct brightness of sculpted matcaps.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D435
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information such as light vector from specified Lamp.
For now this provides the following outputs:
- Color
- Light Vector
- Distance
- Shadow
- Visibility Factor
Note: Color output is multiplied by the lamp energy. Multiplication of
color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor
produces the exact same result as the Lambert shader.
Many thanks to Brecht for code review and discussion!
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GLSL code for view vector output of "Geometry" node.
Revert 0c7d2de38219. The "Camera Data" node actually gives the location
of the point in camera coordinate system. To obtain actual camera data,
we can use "Geometry" node instead.
Also modify the "Geometry" node, to produce correct view vector output
in orthographic GLSL preview.
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orthographic view.
Note that Cycles still needs to fix.
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code.
Patch by lichtwerk (Philipp Oeser).
Differential Revision: http://developer.blender.org/D28
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Cycles' ones.
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so that it becomes (1.0, 1.0, 1.0) when AO is disabled.
For materials using AO pass, this makes the material preview and the GLSL
preview more accurate, but shouldn't affect final rendering in most cases
because we usually enable AO when using the AO pass in node tree.
Thanks to Brecht for code review.
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* Add a "Normal" Input to the Fresnel node.
* Fix for the Fresnel GLSL code (normalize the Incoming vector).
Patch #37384 by Philipp Oeser (lichtwerk) , thanks!
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Added object and world space for normal map in GLSL view.
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GLSL typo in r60151 caused this.
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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.
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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.
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the normal towards the viewer, seems to give consistent results with blender
internal, cycles, normal maps, etc.
Started from patch #32761 by Vitor Balbio, but changed it to do normal flipping
earlier so it solves all cases.
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Now it uses the same (strange) YZ flipping convention.
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* Own error from r56980, "smooth" is an Interpolation qualifier in GLSL, so use another variable name to avoid the error.
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* 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
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* Added a Modulo operation to the math node, available in Compositor, Shader and Texture Nodes.
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displacement
distance, and an Invert option to invert the bump effect.
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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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* Rename functions and move to own header.
* Add wrapper functions for glLight.
* Auto detect if we can use faster code for solid lighting.
* Various fixes for textured draw mode.
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code is still unused, but the intention is to use this to solve the double sided
lighting problem on NVidia, and to make the materials work on OpenGL ES 2.0
eventually.
The code works and matches the fixed function lighting pretty much exactly, but
still needs optimizations. The actual integration in object draw will be
committed later when more fixing & testing, there's lots of different combinations
and unclear OpenGL state here.
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