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node_principled_hair_bsdf.osl « shaders « osl « kernel « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * 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 "stdcycles.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);
}