/* * Copyright 2011, Blender Foundation. * * 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. */ #include "stdosl.h" shader node_hair_bsdf( color Color = 0.8, string component = "reflection", float Offset = 0.0, float RoughnessU = 0.1, float RoughnessV = 1.0, normal Tangent = normal(0, 0, 0), output closure color BSDF = 0) { float roughnessh = clamp(RoughnessU, 0.001, 1.0); float roughnessv = clamp(RoughnessV, 0.001, 1.0); float offset = -Offset; normal T; float IsCurve = 0; getattribute("geom:is_curve", IsCurve); if (isconnected(Tangent)) { T = Tangent; } else if(!IsCurve) { T = normalize(dPdv); offset = 0.0; } else { T = normalize(dPdu); } if (backfacing() && IsCurve) { BSDF = transparent(); } else { if (component == "reflection") BSDF = Color * hair_reflection(Ng, roughnessh, roughnessv, T, offset); else BSDF = Color * hair_transmission(Ng, roughnessh, roughnessv, T, offset); } }