/* * Copyright 2018 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "stdosl.h" color log3(color a) { return color(log(a[0]), log(a[1]), log(a[2])); } color sigma_from_concentration(float eumelanin, float pheomelanin) { return eumelanin * color(0.506, 0.841, 1.653) + pheomelanin * color(0.343, 0.733, 1.924); } color sigma_from_reflectance(color c, float azimuthal_roughness) { float x = azimuthal_roughness; float roughness_fac = (((((0.245 * x) + 5.574) * x - 10.73) * x + 2.532) * x - 0.215) * x + 5.969; color sigma = log3(c) / roughness_fac; return sigma * sigma; } shader node_principled_hair_bsdf(color Color = color(0.017513, 0.005763, 0.002059), float Melanin = 0.8, float MelaninRedness = 1.0, float RandomColor = 0.0, color Tint = 1.0, color AbsorptionCoefficient = color(0.245531, 0.52, 1.365), normal Normal = Ng, string parametrization = "Absorption coefficient", float Offset = radians(2), float Roughness = 0.3, float RadialRoughness = 0.3, float RandomRoughness = 0.0, float Coat = 0.0, float IOR = 1.55, string AttrRandom = "geom:curve_random", float Random = 0.0, output closure color BSDF = 0) { /* Get random value from curve in none is specified. */ float random_value = 0.0; if (isconnected(Random)) { random_value = Random; } else { getattribute(AttrRandom, random_value); } /* Compute roughness. */ float factor_random_roughness = 1.0 + 2.0 * (random_value - 0.5) * RandomRoughness; float m0_roughness = 1.0 - clamp(Coat, 0.0, 1.0); float roughness = Roughness * factor_random_roughness; float radial_roughness = RadialRoughness * factor_random_roughness; /* Compute absorption. */ color sigma; if (parametrization == "Absorption coefficient") { sigma = AbsorptionCoefficient; } else if (parametrization == "Melanin concentration") { /* Randomize melanin. */ float factor_random_color = 1.0 + 2.0 * (random_value - 0.5) * RandomColor; float melanin = Melanin * factor_random_color; /* Map melanin 0..inf from more perceptually linear 0..1. */ melanin = -log(max(1.0 - melanin, 0.0001)); /* Benedikt Bitterli's melanin ratio remapping. */ float eumelanin = melanin * (1.0 - MelaninRedness); float pheomelanin = melanin * MelaninRedness; color melanin_sigma = sigma_from_concentration(eumelanin, pheomelanin); /* Optional tint. */ color tint_sigma = sigma_from_reflectance(Tint, radial_roughness); sigma = melanin_sigma + tint_sigma; } else if (parametrization == "Direct coloring") { sigma = sigma_from_reflectance(Color, radial_roughness); } else { /* Fallback to brownish hair, same as defaults for melanin. */ sigma = sigma_from_concentration(0.0, 0.8054375); } BSDF = principled_hair(Normal, sigma, roughness, radial_roughness, m0_roughness, Offset, IOR); }