/* * 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 "stdosl.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(N, Scale * Radius, TextureBlur); else BSSRDF = Color * bssrdf_cubic(N, Scale * Radius, TextureBlur, Sharpness); }