/* * Copyright 2011-2013 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 "stdcycles.h" shader node_subsurface_scattering(color Color = 0.8, float Scale = 1.0, vector Radius = vector(0.1, 0.1, 0.1), float TextureBlur = 0.0, float Sharpness = 0.0, string falloff = "cubic", normal Normal = N, output closure color BSSRDF = 0) { if (falloff == "gaussian") BSSRDF = Color * bssrdf("gaussian", Normal, Scale * Radius, Color, "texture_blur", TextureBlur); else if (falloff == "cubic") BSSRDF = Color * bssrdf("cubic", Normal, Scale * Radius, Color, "texture_blur", TextureBlur, "sharpness", Sharpness); else if (falloff == "burley") BSSRDF = Color * bssrdf("burley", Normal, Scale * Radius, Color, "texture_blur", TextureBlur); else BSSRDF = Color * bssrdf("random_walk", Normal, Scale * Radius, Color, "texture_blur", TextureBlur); }