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blender-archive/intern/cycles/blender/blender_shader.cpp

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/*
* 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 "render/background.h"
#include "render/colorspace.h"
#include "render/graph.h"
#include "render/light.h"
#include "render/nodes.h"
#include "render/osl.h"
#include "render/scene.h"
#include "render/shader.h"
#include "blender/blender_image.h"
#include "blender/blender_sync.h"
#include "blender/blender_texture.h"
#include "blender/blender_util.h"
#include "util/util_debug.h"
#include "util/util_foreach.h"
#include "util/util_set.h"
#include "util/util_string.h"
#include "util/util_task.h"
CCL_NAMESPACE_BEGIN
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
typedef map<void *, ShaderInput *> PtrInputMap;
typedef map<void *, ShaderOutput *> PtrOutputMap;
typedef map<string, ConvertNode *> ProxyMap;
/* Find */
void BlenderSync::find_shader(BL::ID &id, array<Node *> &used_shaders, Shader *default_shader)
{
Shader *shader = (id) ? shader_map.find(id) : default_shader;
used_shaders.push_back_slow(shader);
shader->tag_used(scene);
}
/* RNA translation utilities */
static VolumeSampling get_volume_sampling(PointerRNA &ptr)
{
return (VolumeSampling)get_enum(
ptr, "volume_sampling", VOLUME_NUM_SAMPLING, VOLUME_SAMPLING_DISTANCE);
}
static VolumeInterpolation get_volume_interpolation(PointerRNA &ptr)
{
return (VolumeInterpolation)get_enum(
ptr, "volume_interpolation", VOLUME_NUM_INTERPOLATION, VOLUME_INTERPOLATION_LINEAR);
}
static DisplacementMethod get_displacement_method(PointerRNA &ptr)
{
return (DisplacementMethod)get_enum(
ptr, "displacement_method", DISPLACE_NUM_METHODS, DISPLACE_BUMP);
}
static int validate_enum_value(int value, int num_values, int default_value)
{
if (value >= num_values) {
return default_value;
}
return value;
}
template<typename NodeType> static InterpolationType get_image_interpolation(NodeType &b_node)
{
int value = b_node.interpolation();
return (InterpolationType)validate_enum_value(
value, INTERPOLATION_NUM_TYPES, INTERPOLATION_LINEAR);
}
template<typename NodeType> static ExtensionType get_image_extension(NodeType &b_node)
{
int value = b_node.extension();
return (ExtensionType)validate_enum_value(value, EXTENSION_NUM_TYPES, EXTENSION_REPEAT);
}
static ImageAlphaType get_image_alpha_type(BL::Image &b_image)
{
int value = b_image.alpha_mode();
return (ImageAlphaType)validate_enum_value(value, IMAGE_ALPHA_NUM_TYPES, IMAGE_ALPHA_AUTO);
}
/* Attribute name translation utilities */
/* Since Eevee needs to know whether the attribute is uniform or varying
* at the time it compiles the shader for the material, Blender had to
* introduce different namespaces (types) in its attribute node. However,
* Cycles already has object attributes that form a uniform namespace with
* the more common varying attributes. Without completely reworking the
* attribute handling in Cycles to introduce separate namespaces (this could
* be especially hard for OSL which directly uses the name string), the
* space identifier has to be added to the attribute name as a prefix.
*
* The prefixes include a control character to ensure the user specified
* name can't accidentally include a special prefix.
*/
static const string_view object_attr_prefix("\x01object:");
static const string_view instancer_attr_prefix("\x01instancer:");
static ustring blender_attribute_name_add_type(const string &name, BlenderAttributeType type)
{
switch (type) {
case BL::ShaderNodeAttribute::attribute_type_OBJECT:
return ustring::concat(object_attr_prefix, name);
case BL::ShaderNodeAttribute::attribute_type_INSTANCER:
return ustring::concat(instancer_attr_prefix, name);
default:
return ustring(name);
}
}
BlenderAttributeType blender_attribute_name_split_type(ustring name, string *r_real_name)
{
string_view sname(name);
if (sname.substr(0, object_attr_prefix.size()) == object_attr_prefix) {
*r_real_name = sname.substr(object_attr_prefix.size());
return BL::ShaderNodeAttribute::attribute_type_OBJECT;
}
if (sname.substr(0, instancer_attr_prefix.size()) == instancer_attr_prefix) {
*r_real_name = sname.substr(instancer_attr_prefix.size());
return BL::ShaderNodeAttribute::attribute_type_INSTANCER;
}
return BL::ShaderNodeAttribute::attribute_type_GEOMETRY;
}
/* Graph */
static BL::NodeSocket get_node_output(BL::Node &b_node, const string &name)
{
BL::Node::outputs_iterator b_out;
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for (b_node.outputs.begin(b_out); b_out != b_node.outputs.end(); ++b_out)
if (b_out->name() == name)
return *b_out;
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assert(0);
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return *b_out;
}
static float3 get_node_output_rgba(BL::Node &b_node, const string &name)
{
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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BL::NodeSocket b_sock = get_node_output(b_node, name);
float value[4];
RNA_float_get_array(&b_sock.ptr, "default_value", value);
return make_float3(value[0], value[1], value[2]);
}
static float get_node_output_value(BL::Node &b_node, const string &name)
{
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::NodeSocket b_sock = get_node_output(b_node, name);
return RNA_float_get(&b_sock.ptr, "default_value");
}
static float3 get_node_output_vector(BL::Node &b_node, const string &name)
{
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::NodeSocket b_sock = get_node_output(b_node, name);
float value[3];
RNA_float_get_array(&b_sock.ptr, "default_value", value);
return make_float3(value[0], value[1], value[2]);
}
static SocketType::Type convert_socket_type(BL::NodeSocket &b_socket)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
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{
switch (b_socket.type()) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
case BL::NodeSocket::type_VALUE:
return SocketType::FLOAT;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
case BL::NodeSocket::type_INT:
return SocketType::INT;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
case BL::NodeSocket::type_VECTOR:
return SocketType::VECTOR;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
case BL::NodeSocket::type_RGBA:
return SocketType::COLOR;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
case BL::NodeSocket::type_STRING:
return SocketType::STRING;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
case BL::NodeSocket::type_SHADER:
return SocketType::CLOSURE;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
default:
return SocketType::UNDEFINED;
}
}
static void set_default_value(ShaderInput *input,
BL::NodeSocket &b_sock,
BL::BlendData &b_data,
BL::ID &b_id)
{
Node *node = input->parent;
const SocketType &socket = input->socket_type;
/* copy values for non linked inputs */
switch (input->type()) {
case SocketType::FLOAT: {
node->set(socket, get_float(b_sock.ptr, "default_value"));
break;
}
case SocketType::INT: {
node->set(socket, get_int(b_sock.ptr, "default_value"));
break;
}
case SocketType::COLOR: {
node->set(socket, float4_to_float3(get_float4(b_sock.ptr, "default_value")));
break;
}
case SocketType::NORMAL:
case SocketType::POINT:
case SocketType::VECTOR: {
node->set(socket, get_float3(b_sock.ptr, "default_value"));
break;
}
case SocketType::STRING: {
node->set(
socket,
(ustring)blender_absolute_path(b_data, b_id, get_string(b_sock.ptr, "default_value")));
break;
}
default:
break;
}
}
static void get_tex_mapping(TextureNode *mapping, BL::TexMapping &b_mapping)
{
if (!b_mapping)
return;
mapping->set_tex_mapping_translation(get_float3(b_mapping.translation()));
mapping->set_tex_mapping_rotation(get_float3(b_mapping.rotation()));
mapping->set_tex_mapping_scale(get_float3(b_mapping.scale()));
mapping->set_tex_mapping_type((TextureMapping::Type)b_mapping.vector_type());
mapping->set_tex_mapping_x_mapping((TextureMapping::Mapping)b_mapping.mapping_x());
mapping->set_tex_mapping_y_mapping((TextureMapping::Mapping)b_mapping.mapping_y());
mapping->set_tex_mapping_z_mapping((TextureMapping::Mapping)b_mapping.mapping_z());
}
Cycles: Experiment with making previews more interactive There were two major problems with the interactivity of material previews: - Beckmann tables were re-generated on every material tweak. This is because preview scene is not set to be persistent, so re-triggering the render leads to the full scene re-sync. - Images could take rather noticeable time to load with OIIO from the disk on every tweak. This patch addressed this two issues in the following way: - Beckmann tables are now static on CPU memory. They're couple of hundred kilobytes only, so wouldn't expect this to be an issue. And they're needed for almost every render anyway. This actually also makes blackbody table to be static, but it's even smaller than beckmann table. Not totally happy with this approach, but others seems to complicate things quite a bit with all this render engine life time and so.. - For preview rendering all images are considered to be built-in. This means instead of OIIO which re-loads images on every re-render they're coming from ImBuf cache which is fully manageable from blender side and unused images gets freed later. This would make it impossible to have mipmapping with OSL for now, but we'll be working on that later anyway and don't think mipmaps are really so crucial for the material preview. This seems to be a better alternative to making preview scene persistent, because of much optimal memory control from blender side. Reviewers: brecht, juicyfruit, campbellbarton, dingto Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
static ShaderNode *add_node(Scene *scene,
BL::RenderEngine &b_engine,
BL::BlendData &b_data,
BL::Depsgraph &b_depsgraph,
BL::Scene &b_scene,
Cycles: Experiment with making previews more interactive There were two major problems with the interactivity of material previews: - Beckmann tables were re-generated on every material tweak. This is because preview scene is not set to be persistent, so re-triggering the render leads to the full scene re-sync. - Images could take rather noticeable time to load with OIIO from the disk on every tweak. This patch addressed this two issues in the following way: - Beckmann tables are now static on CPU memory. They're couple of hundred kilobytes only, so wouldn't expect this to be an issue. And they're needed for almost every render anyway. This actually also makes blackbody table to be static, but it's even smaller than beckmann table. Not totally happy with this approach, but others seems to complicate things quite a bit with all this render engine life time and so.. - For preview rendering all images are considered to be built-in. This means instead of OIIO which re-loads images on every re-render they're coming from ImBuf cache which is fully manageable from blender side and unused images gets freed later. This would make it impossible to have mipmapping with OSL for now, but we'll be working on that later anyway and don't think mipmaps are really so crucial for the material preview. This seems to be a better alternative to making preview scene persistent, because of much optimal memory control from blender side. Reviewers: brecht, juicyfruit, campbellbarton, dingto Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
ShaderGraph *graph,
BL::ShaderNodeTree &b_ntree,
BL::ShaderNode &b_node)
{
ShaderNode *node = NULL;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
/* existing blender nodes */
if (b_node.is_a(&RNA_ShaderNodeRGBCurve)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeRGBCurve b_curve_node(b_node);
BL::CurveMapping mapping(b_curve_node.mapping());
RGBCurvesNode *curves = graph->create_node<RGBCurvesNode>();
array<float3> curve_mapping_curves;
float min_x, max_x;
curvemapping_color_to_array(mapping, curve_mapping_curves, RAMP_TABLE_SIZE, true);
curvemapping_minmax(mapping, true, &min_x, &max_x);
curves->set_min_x(min_x);
curves->set_max_x(max_x);
curves->set_curves(curve_mapping_curves);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = curves;
}
if (b_node.is_a(&RNA_ShaderNodeVectorCurve)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeVectorCurve b_curve_node(b_node);
BL::CurveMapping mapping(b_curve_node.mapping());
VectorCurvesNode *curves = graph->create_node<VectorCurvesNode>();
array<float3> curve_mapping_curves;
float min_x, max_x;
curvemapping_color_to_array(mapping, curve_mapping_curves, RAMP_TABLE_SIZE, false);
curvemapping_minmax(mapping, false, &min_x, &max_x);
curves->set_min_x(min_x);
curves->set_max_x(max_x);
curves->set_curves(curve_mapping_curves);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = curves;
}
else if (b_node.is_a(&RNA_ShaderNodeValToRGB)) {
RGBRampNode *ramp = graph->create_node<RGBRampNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeValToRGB b_ramp_node(b_node);
BL::ColorRamp b_color_ramp(b_ramp_node.color_ramp());
array<float3> ramp_values;
array<float> ramp_alpha;
colorramp_to_array(b_color_ramp, ramp_values, ramp_alpha, RAMP_TABLE_SIZE);
ramp->set_ramp(ramp_values);
ramp->set_ramp_alpha(ramp_alpha);
ramp->set_interpolate(b_color_ramp.interpolation() != BL::ColorRamp::interpolation_CONSTANT);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = ramp;
}
else if (b_node.is_a(&RNA_ShaderNodeRGB)) {
ColorNode *color = graph->create_node<ColorNode>();
color->set_value(get_node_output_rgba(b_node, "Color"));
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = color;
}
else if (b_node.is_a(&RNA_ShaderNodeValue)) {
ValueNode *value = graph->create_node<ValueNode>();
value->set_value(get_node_output_value(b_node, "Value"));
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = value;
}
else if (b_node.is_a(&RNA_ShaderNodeCameraData)) {
node = graph->create_node<CameraNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeInvert)) {
node = graph->create_node<InvertNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeGamma)) {
node = graph->create_node<GammaNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeBrightContrast)) {
node = graph->create_node<BrightContrastNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeMixRGB)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeMixRGB b_mix_node(b_node);
MixNode *mix = graph->create_node<MixNode>();
mix->set_mix_type((NodeMix)b_mix_node.blend_type());
mix->set_use_clamp(b_mix_node.use_clamp());
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = mix;
}
else if (b_node.is_a(&RNA_ShaderNodeSeparateRGB)) {
node = graph->create_node<SeparateRGBNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeCombineRGB)) {
node = graph->create_node<CombineRGBNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeSeparateHSV)) {
node = graph->create_node<SeparateHSVNode>();
}
else if (b_node.is_a(&RNA_ShaderNodeCombineHSV)) {
node = graph->create_node<CombineHSVNode>();
}
else if (b_node.is_a(&RNA_ShaderNodeSeparateXYZ)) {
node = graph->create_node<SeparateXYZNode>();
}
else if (b_node.is_a(&RNA_ShaderNodeCombineXYZ)) {
node = graph->create_node<CombineXYZNode>();
}
else if (b_node.is_a(&RNA_ShaderNodeHueSaturation)) {
node = graph->create_node<HSVNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeRGBToBW)) {
node = graph->create_node<RGBToBWNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeMapRange)) {
BL::ShaderNodeMapRange b_map_range_node(b_node);
MapRangeNode *map_range_node = graph->create_node<MapRangeNode>();
map_range_node->set_clamp(b_map_range_node.clamp());
map_range_node->set_range_type((NodeMapRangeType)b_map_range_node.interpolation_type());
node = map_range_node;
}
else if (b_node.is_a(&RNA_ShaderNodeClamp)) {
BL::ShaderNodeClamp b_clamp_node(b_node);
ClampNode *clamp_node = graph->create_node<ClampNode>();
clamp_node->set_clamp_type((NodeClampType)b_clamp_node.clamp_type());
node = clamp_node;
}
else if (b_node.is_a(&RNA_ShaderNodeMath)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeMath b_math_node(b_node);
MathNode *math_node = graph->create_node<MathNode>();
math_node->set_math_type((NodeMathType)b_math_node.operation());
math_node->set_use_clamp(b_math_node.use_clamp());
node = math_node;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeVectorMath)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeVectorMath b_vector_math_node(b_node);
VectorMathNode *vector_math_node = graph->create_node<VectorMathNode>();
vector_math_node->set_math_type((NodeVectorMathType)b_vector_math_node.operation());
node = vector_math_node;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeVectorRotate)) {
BL::ShaderNodeVectorRotate b_vector_rotate_node(b_node);
VectorRotateNode *vector_rotate_node = graph->create_node<VectorRotateNode>();
vector_rotate_node->set_rotate_type(
(NodeVectorRotateType)b_vector_rotate_node.rotation_type());
vector_rotate_node->set_invert(b_vector_rotate_node.invert());
node = vector_rotate_node;
}
else if (b_node.is_a(&RNA_ShaderNodeVectorTransform)) {
BL::ShaderNodeVectorTransform b_vector_transform_node(b_node);
VectorTransformNode *vtransform = graph->create_node<VectorTransformNode>();
vtransform->set_transform_type((NodeVectorTransformType)b_vector_transform_node.vector_type());
vtransform->set_convert_from(
(NodeVectorTransformConvertSpace)b_vector_transform_node.convert_from());
vtransform->set_convert_to(
(NodeVectorTransformConvertSpace)b_vector_transform_node.convert_to());
node = vtransform;
}
else if (b_node.is_a(&RNA_ShaderNodeNormal)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::Node::outputs_iterator out_it;
b_node.outputs.begin(out_it);
NormalNode *norm = graph->create_node<NormalNode>();
norm->set_direction(get_node_output_vector(b_node, "Normal"));
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = norm;
}
else if (b_node.is_a(&RNA_ShaderNodeMapping)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeMapping b_mapping_node(b_node);
MappingNode *mapping = graph->create_node<MappingNode>();
mapping->set_mapping_type((NodeMappingType)b_mapping_node.vector_type());
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = mapping;
}
else if (b_node.is_a(&RNA_ShaderNodeFresnel)) {
node = graph->create_node<FresnelNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeLayerWeight)) {
node = graph->create_node<LayerWeightNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeAddShader)) {
node = graph->create_node<AddClosureNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeMixShader)) {
node = graph->create_node<MixClosureNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeAttribute)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeAttribute b_attr_node(b_node);
AttributeNode *attr = graph->create_node<AttributeNode>();
attr->set_attribute(blender_attribute_name_add_type(b_attr_node.attribute_name(),
b_attr_node.attribute_type()));
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = attr;
}
else if (b_node.is_a(&RNA_ShaderNodeBackground)) {
node = graph->create_node<BackgroundNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeHoldout)) {
node = graph->create_node<HoldoutNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeBsdfAnisotropic)) {
BL::ShaderNodeBsdfAnisotropic b_aniso_node(b_node);
AnisotropicBsdfNode *aniso = graph->create_node<AnisotropicBsdfNode>();
switch (b_aniso_node.distribution()) {
case BL::ShaderNodeBsdfAnisotropic::distribution_BECKMANN:
aniso->set_distribution(CLOSURE_BSDF_MICROFACET_BECKMANN_ID);
break;
case BL::ShaderNodeBsdfAnisotropic::distribution_GGX:
aniso->set_distribution(CLOSURE_BSDF_MICROFACET_GGX_ID);
break;
case BL::ShaderNodeBsdfAnisotropic::distribution_MULTI_GGX:
aniso->set_distribution(CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID);
break;
case BL::ShaderNodeBsdfAnisotropic::distribution_ASHIKHMIN_SHIRLEY:
aniso->set_distribution(CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID);
break;
}
node = aniso;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeBsdfDiffuse)) {
node = graph->create_node<DiffuseBsdfNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeSubsurfaceScattering)) {
BL::ShaderNodeSubsurfaceScattering b_subsurface_node(b_node);
SubsurfaceScatteringNode *subsurface = graph->create_node<SubsurfaceScatteringNode>();
switch (b_subsurface_node.falloff()) {
case BL::ShaderNodeSubsurfaceScattering::falloff_CUBIC:
subsurface->set_falloff(CLOSURE_BSSRDF_CUBIC_ID);
break;
case BL::ShaderNodeSubsurfaceScattering::falloff_GAUSSIAN:
subsurface->set_falloff(CLOSURE_BSSRDF_GAUSSIAN_ID);
break;
case BL::ShaderNodeSubsurfaceScattering::falloff_BURLEY:
subsurface->set_falloff(CLOSURE_BSSRDF_BURLEY_ID);
break;
case BL::ShaderNodeSubsurfaceScattering::falloff_RANDOM_WALK:
subsurface->set_falloff(CLOSURE_BSSRDF_RANDOM_WALK_ID);
break;
}
node = subsurface;
}
else if (b_node.is_a(&RNA_ShaderNodeBsdfGlossy)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeBsdfGlossy b_glossy_node(b_node);
GlossyBsdfNode *glossy = graph->create_node<GlossyBsdfNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
switch (b_glossy_node.distribution()) {
case BL::ShaderNodeBsdfGlossy::distribution_SHARP:
glossy->set_distribution(CLOSURE_BSDF_REFLECTION_ID);
break;
case BL::ShaderNodeBsdfGlossy::distribution_BECKMANN:
glossy->set_distribution(CLOSURE_BSDF_MICROFACET_BECKMANN_ID);
break;
case BL::ShaderNodeBsdfGlossy::distribution_GGX:
glossy->set_distribution(CLOSURE_BSDF_MICROFACET_GGX_ID);
break;
case BL::ShaderNodeBsdfGlossy::distribution_ASHIKHMIN_SHIRLEY:
glossy->set_distribution(CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID);
break;
case BL::ShaderNodeBsdfGlossy::distribution_MULTI_GGX:
glossy->set_distribution(CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID);
break;
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = glossy;
}
else if (b_node.is_a(&RNA_ShaderNodeBsdfGlass)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeBsdfGlass b_glass_node(b_node);
GlassBsdfNode *glass = graph->create_node<GlassBsdfNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
switch (b_glass_node.distribution()) {
case BL::ShaderNodeBsdfGlass::distribution_SHARP:
glass->set_distribution(CLOSURE_BSDF_SHARP_GLASS_ID);
break;
case BL::ShaderNodeBsdfGlass::distribution_BECKMANN:
glass->set_distribution(CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID);
break;
case BL::ShaderNodeBsdfGlass::distribution_GGX:
glass->set_distribution(CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID);
break;
case BL::ShaderNodeBsdfGlass::distribution_MULTI_GGX:
glass->set_distribution(CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID);
break;
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = glass;
}
else if (b_node.is_a(&RNA_ShaderNodeBsdfRefraction)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeBsdfRefraction b_refraction_node(b_node);
RefractionBsdfNode *refraction = graph->create_node<RefractionBsdfNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
switch (b_refraction_node.distribution()) {
case BL::ShaderNodeBsdfRefraction::distribution_SHARP:
refraction->set_distribution(CLOSURE_BSDF_REFRACTION_ID);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
break;
case BL::ShaderNodeBsdfRefraction::distribution_BECKMANN:
refraction->set_distribution(CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
break;
case BL::ShaderNodeBsdfRefraction::distribution_GGX:
refraction->set_distribution(CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
break;
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = refraction;
}
else if (b_node.is_a(&RNA_ShaderNodeBsdfToon)) {
BL::ShaderNodeBsdfToon b_toon_node(b_node);
ToonBsdfNode *toon = graph->create_node<ToonBsdfNode>();
switch (b_toon_node.component()) {
case BL::ShaderNodeBsdfToon::component_DIFFUSE:
toon->set_component(CLOSURE_BSDF_DIFFUSE_TOON_ID);
break;
case BL::ShaderNodeBsdfToon::component_GLOSSY:
toon->set_component(CLOSURE_BSDF_GLOSSY_TOON_ID);
break;
}
node = toon;
}
else if (b_node.is_a(&RNA_ShaderNodeBsdfHair)) {
BL::ShaderNodeBsdfHair b_hair_node(b_node);
HairBsdfNode *hair = graph->create_node<HairBsdfNode>();
switch (b_hair_node.component()) {
case BL::ShaderNodeBsdfHair::component_Reflection:
hair->set_component(CLOSURE_BSDF_HAIR_REFLECTION_ID);
break;
case BL::ShaderNodeBsdfHair::component_Transmission:
hair->set_component(CLOSURE_BSDF_HAIR_TRANSMISSION_ID);
break;
}
node = hair;
}
else if (b_node.is_a(&RNA_ShaderNodeBsdfHairPrincipled)) {
BL::ShaderNodeBsdfHairPrincipled b_principled_hair_node(b_node);
PrincipledHairBsdfNode *principled_hair = graph->create_node<PrincipledHairBsdfNode>();
principled_hair->set_parametrization(
(NodePrincipledHairParametrization)get_enum(b_principled_hair_node.ptr,
"parametrization",
NODE_PRINCIPLED_HAIR_NUM,
NODE_PRINCIPLED_HAIR_REFLECTANCE));
node = principled_hair;
}
Squashed commit of the following: commit 90778901c9ea1e16d5907981e91bceba25ff207d Merge: 76eebd9 3bf0026 Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Mon Apr 3 07:52:05 2017 +0200 Merge branch 'master' into cycles_disney_brdf commit 76eebd9379a5dad519ff01cf215fbe3db6de931e Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Thu Mar 30 15:34:20 2017 +0200 Updated copyright for the new files. commit 013f4a152a3898946ba5c616141c6e44d928ccfd Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Thu Mar 30 15:32:55 2017 +0200 Switched from multiplication of base and subsurface color to blending between them using the subsurface parameter. commit 482ec5d1f20ceabc9cbda4838d4ae37d1d673458 Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Mon Mar 13 15:47:12 2017 +0100 Fixed a bug that caused an additional white diffuse closure call when using path tracing. commit 26e906d162a6a8d67f2ebc8880993fcbab69559e Merge: 0593b8c 223aff9 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Feb 6 11:32:31 2017 +0100 Merge branch 'master' into cycles_disney_brdf commit 0593b8c51bf7db0ed5ca92ed6f68d0d984dad0dd Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Feb 6 11:30:36 2017 +0100 Fixed the broken GLSL shader and implemented the Disney BRDF in the real-time view port. commit 8c7e11423be640dc44b1807912058480710e51f4 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Feb 3 14:24:05 2017 +0100 Fix to comply strict compiler flags and some code cleanup commit 17724e9d2dbffb1aaa61401224ecbf2349c1dac3 Merge: 379ba34 520afa2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jan 24 09:59:58 2017 +0100 Merge branch 'master' into cycles_disney_brdf commit 379ba346b0acd1ea779365b940fcd01f5ba1165f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jan 24 09:28:56 2017 +0100 Renamed the Disney BSDF to Principled BSDF. commit f80dcb4f34f1dc41841ced5965787fc26ace22a2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Dec 2 13:55:12 2016 +0100 Removed reflection call when roughness is low because of artifacts. commit 732db8a57f6d4e5d6f44bbad176c15fd55377f0a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Nov 16 09:22:25 2016 +0100 Indication if to use fresnel is now handled via the type of the BSDF. commit 0103659f5e705b314cde98b0e4a01c14c55acd5e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Nov 11 13:04:11 2016 +0100 Fixed an error in the clearcoat where it appeared too bright for default light sources (like directional lights) commit 0aa68f533529c9fd197a3ab0427f9e41a15456b9 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Nov 7 12:04:38 2016 +0100 Resolved inconsistencies in using tabs and spaces commit f5897a9494e352de274b99e7bee971336c0dc386 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Nov 7 08:13:41 2016 +0100 Improved the clearcoat part by using GTR1 instead of GTR2 commit 3dfc240e61b3d4d0e7c476989792e4ada869ce91 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 31 11:31:36 2016 +0100 Use reflection BSDF for glossy reflections when roughness is 0.0 to reduce computational expense and some code cleanup Code cleanup includes: - Code style cleanup and removed unused code - Consolidated code in the bsdf_microfacet_multi_impl.h to reduce some computational expense commit a2dd0c5fafdabe1573299170fb3be98a3e46d17a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Oct 26 08:51:10 2016 +0200 Fixed glossy reflections and refractions for low roughness values and cleaned up the code. For low roughness values, the reflections had some strange behavior. commit 981737591231a1a5a1c85950950580b65d029505 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Oct 25 12:37:40 2016 +0200 Removed default values in setup functions and added extra functions for GGX with fresnel. commit bbc5d9d4527346a74155cf17be21fb02ee3e0779 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Oct 25 11:09:36 2016 +0200 Switched from uniform to cosine hemisphere sampling for the diffuse and the sheen part. commit d52d8f2813d64363713f11160a6c725d4cafbcfa Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 16:17:13 2016 +0200 Removed the color parameters from the diffuse and sheen shader and use them as closure weights instead. commit 8f3d92738532ad867a0a3543c00393626ab8f6ec Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 09:57:06 2016 +0200 Fixed the issue with artifacts when using anisotropy without linking the tangent input to a tangent node. commit d93f680db9acaaade0354b34857a3ccaf348557f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 09:14:51 2016 +0200 Added subsurface radius parameter to control the per color channel effection radius of the subsurface scattering. commit c708c3e53b323773fc852bdc239bc51e157dcaef Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 08:14:10 2016 +0200 Rearranged the inputs of the shader. commit dfbfff9c389074d3e5c1f49dd38a95e9b317eb1f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 09:27:05 2016 +0200 Put spaces in the parameter names of the shader node commit e5a748ced17c8f59e5e73309096adeea3ba95e04 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 08:51:20 2016 +0200 Removed code that isn't in use anymore commit 75992bebc128c8b44cab4f0d8855603787f57260 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 08:50:07 2016 +0200 Code style cleanup commit 4dfcf455f7769752044e051b399fb6a5dfcd0e22 Merge: 243a0e3 2cd6a89 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Oct 20 10:41:50 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 243a0e3eb80ef82704d5ea2657384c3a4b9fb497 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Oct 20 10:01:45 2016 +0200 Switching between OSL and SVM is more consistant now when using Disney BSDF. There were some minor differences in the OSL implementation, e.g. the refraction roughness was missing. commit 2a5ac509223c838285a00c4c12775567666e7154 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 09:17:57 2016 +0200 Fixed a bug that caused transparency to be always white when using OSL and selecting GGX as distribution of the Disney BSDF commit e1fa8623915407cea942a07fd0a106b04e113c09 Merge: d0530a8 7f76f6f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:59:32 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit d0530a8af0e076c0aca4c9a61b0a64cada45ac4d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:53:18 2016 +0200 Cleanup the Disney BSDF implementation and removing unneeded files. commit 3f4fc826bd9c1f47c694c0f6b2947daf5b524b1a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:36:07 2016 +0200 Unified the OSL implementation of the Disney clearcoat as a simple microfacet shader like it was previously done in SVM commit 4d3a0032ecea99031979f342bfd5f66ea5a8625a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Sep 26 12:35:36 2016 +0200 Enhanced performance for Disney materials without subsurface scattering commit 3cd5eb56cf5c9006837f111c8866e4c6e1c2a6fd Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 16 08:47:56 2016 +0200 Fixed a bug in the Disney BSDF that caused specular reflections to be too bright and diffuse is now reacting to the roughness again - A normalization for the fresnel was missing which caused the specular reflections to become too bright for the single-scatter GGX - The roughness value for the diffuse BSSRDF part has always been overwritten and thus always 0 - Also the performance for refractive materials with roughness=0.0 has been improved commit 7cb37d711938e5626651db21f20da50edd96abaf Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Sep 8 12:24:43 2016 +0200 Added selection field to the Disney BSDF node for switching between "Multiscatter GGX" and "GGX" In the "GGX" mode there is an additional parameter for changing the refraction roughness for materials with smooth surfaces and rough interns (e.g. honey). With the "Multiscatter GGX" this effect can't be produced at the moment and so here will be no separation of the two roughness values. commit cdd29d06bb86672ed0779eefb8eee95796b8f939 Merge: 02c315a b40d1c1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 6 15:59:05 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 02c315aeb0f0d7bb429d4396912e03dbb8a77340 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 6 15:16:09 2016 +0200 Implemented the OSL part of the Disney shader commit 5f880293aeeacf269032824248b46d613691a36c Merge: 630b80e b399a6d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 2 10:53:36 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 630b80e08b6acf83834bc95264af4ccdbbc5f82c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 2 10:52:13 2016 +0200 Fresnel in the microfacet multiscatter implementation improved commit 0d9f4d7acb2de65d1c98d425cea4bf364795c155 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Aug 26 11:11:05 2016 +0200 Fixed refraction roughness problem (refractions were always 100% rough) and set IOR of clearcoat to 1.5 commit 9eed34c7d980e1b998df457c4f76021162c80f78 Merge: ef29aae ae475e3 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Aug 16 15:22:32 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit ef29aaee1af8074e0228c480d962700e97ea5b36 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Aug 16 15:17:12 2016 +0200 Implemented the fresnel in the multi-scatter GGX for the Disney BSDF - The specular/metallic part uses the multi-scatter GGX - The fresnel of the metallic part is controlled by the specular value - The color of the reflection part when using transparency can be controlled by the specularTint value commit 88567af085ac94119b98c95246b6d6f63161bc01 Merge: cc267e5 285e082 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 15:05:09 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit cc267e52f20d036a66aeeff127ee1c856f7c651b Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 15:00:25 2016 +0200 Implemented the Disney clearcoat as a variation of the microfacet bsdf, removed the transparency roughness again and added an input for anisotropic rotations commit 81f6c06b1f53180bf32a5c11ac1fa64e2b6abf52 Merge: ece5a08 7065022 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 11:42:02 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit ece5a08e0d6e51a83c223ea87346134216e5b34e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 16:29:21 2016 +0200 Base color now applied again to the refraction of transparent Disney materials commit e3aff6849e06853c56da7bd610210dcab70e6070 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 16:05:19 2016 +0200 Added subsurface color parameter to the Disney shader commit b3ca6d8a2f4f866b323fc2df0a3beff577218c27 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 12:30:25 2016 +0200 Improvement of the SSS in the Disney shader * Now the bump normal is correctly used for the SSS. * SSS in Disney uses the Disney diffuse shader commit d68729300ee557e90a8e7e4be6eb8ef98db80fe2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 12:23:13 2016 +0200 Better calculation of the Disney diffuse part Now the values for NdotL und NdotV are clamped to 0.0f for a better look when using normal maps commit cb6e500b12e7bce884d3db19ee138c975c215f2d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:26:42 2016 +0200 Now one can disable specular reflactions again by setting specular and metallic to 0 (cracked this in the previous commit) commit bfb9cb11b548103369de2a46ce18b4ddf661362c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:11:07 2016 +0200 fixed the Disney SSS and cleaned the initialization of the Disney shaders commit 642c0fdad12548c1a2ccbf595bae3a995d3022f7 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:09:55 2016 +0200 fixed an error that was caused by the missing LABEL_REFLECT in the Disney diffuse shader commit c10b484dcad3412c34455736e9656cd38716bcb0 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Fri Jul 22 01:15:21 2016 +0200 Rollback attempt to fix sss crashing, it prevented crash by disabling sss completely, thus useless commit 462bba3f97fcc41834e0e20cc806a7958e5106f5 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Thu Jul 21 23:11:59 2016 +0200 Add an undef for sc_next for safety commit 32d348577d69be251aa04110c5f6156cd2645f48 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Thu Jul 21 00:15:48 2016 +0200 Attempt to fix Disney SSS commit dbad91ca6d46f5a4a6f2ba7ed4c811ffa723942f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Jul 20 11:13:00 2016 +0200 Added a roughness parameter for refractions (for scattering of the rays within an object) With this, one can create a translucent material with a smooth surface and with a milky look. The final refraction roughness has to be calculated using the surface roughness and the refraction roughness because those two are correlated for refractions. If a ray hits a rough surface of a translucent material, it is scattered while entering the surface. Then it is scattered further within the object. The calculation I'm using is the following: RefrRoughnessFinal = 1.0 - (1.0 - Roughness) * (1.0 - RefrRoughness) commit 50ea5e3e34394a727e3cceb6203adb48834a9ab7 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jun 7 10:24:50 2016 +0200 Disney BSDF is now supporting CUDA commit 10974cc826a4bfa8fb3ef59177abf0b0dc441065 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 31 11:18:07 2016 +0200 Added parameters IOR and Transparency for refractions With this, the Disney BRDF/BSSRDF is extended by the BTDF part. commit 218202c0905a4ec93ee19850360d1a39966d2c25 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 15:08:18 2016 +0200 Added an additional normal for the clearcoat With this normal one can simulate a thin layer of clearcoat by applying a smoother normal map than the original to this input commit dd139ead7e04aa87a894ccf3732cfce711258ff1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 12:40:56 2016 +0200 Switched to the improved subsurface scattering from Christensen and Burley commit 11160fa4e1c32230119d4506e7e9fd3da2ab37f2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 10:16:30 2016 +0200 Added Disney Sheen shader as a preparation to get to a BSSRDF commit cee4fe0cc94515ee60d4afa4d4e10c41003f1579 Merge: 4f955d0 6b5bab6 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 09:08:09 2016 +0200 Merge branch 'cycles_disney_brdf' of git.blender.org:blender into cycles_disney_brdf Conflicts: intern/cycles/kernel/closure/bsdf_disney_clearcoat.h intern/cycles/kernel/closure/bsdf_disney_diffuse.h intern/cycles/kernel/closure/bsdf_disney_specular.h intern/cycles/kernel/closure/bsdf_util.h intern/cycles/kernel/osl/CMakeLists.txt intern/cycles/kernel/osl/bsdf_disney_clearcoat.cpp intern/cycles/kernel/osl/bsdf_disney_diffuse.cpp intern/cycles/kernel/osl/bsdf_disney_specular.cpp intern/cycles/kernel/osl/osl_closures.h intern/cycles/kernel/shaders/node_disney_bsdf.osl intern/cycles/render/nodes.cpp intern/cycles/render/nodes.h commit 4f955d052358206209454decf2c3539e6a21b42f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 24 16:38:23 2016 +0200 SVM and OSL are both working for the simple version of the Disney BRDF commit 1f5c41874b01ad297eb8a6bad9985296c6c0a6e1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 24 09:58:50 2016 +0200 Disney node can be used without SVM and started to cleanup the OSL implementation There is still some wrong behavior for SVM for the Schlick Fresnel part at the specular and clearcoat commit d4b814e9304ebb44cc7c291cd83f7b7cdebcd152 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:22:29 2016 +0200 Switched from a parameter struct for Disney parameters to ShaderClosure params commit b86a1f5ba5019c7818153cb70b49f5f7a0bc52a0 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:19:57 2016 +0200 Added additional variables for storing parameters in the ShaderClosure struct commit 585b88623695fa07dfca9c9909d6d9184c3519c8 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 12:03:17 2016 +0200 added output parameter to the DisneyBsdfNode That has been forgotten after removing the inheritance of BsdfNode commit f91a28639884cbda7804715b910d64abba0718ef Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 10:40:48 2016 +0200 removed BsdfNode class inheritance for DisneyBsdfNode That's due to a naming difference. The Disney BSDF uses the name 'Base Color' while the BsdfNode had a 'Color' input. That caused a text message to be printed while rendering. commit 30da91c9c51d8cbc6a7564c7aaa61c9efe2ab654 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 16:08:10 2016 +0200 disney implementation cleaned commit 30d41da0f0352fad29375a395ffcb9cb7891eeb1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 13:23:07 2016 +0200 added the disney brdf as a shader node commit 1f099fce249cb35e949cc629f7cca2167fca881a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 3 16:54:49 2016 +0200 added clearcoat implementation commit 00a1378b98e435e9cdbfbac86eb974c19b2a8151 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Apr 29 22:56:49 2016 +0200 disney diffuse und specular implemented commit 6baa7a7eb787638661cddad0c4e7f78bd3a8fa5c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 15:21:32 2016 +0200 disney diffuse is working correctly commit d8fa169bf3caf71c40a124101b33dee6c510188e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 08:41:53 2016 +0200 added vessel for disney diffuse shader commit 6b5bab6cecde153122625cf8dc10e4209ed1eb0f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:22:29 2016 +0200 Switched from a parameter struct for Disney parameters to ShaderClosure params commit f6499c2676e074a36033627ffc7540107777630d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:19:57 2016 +0200 Added additional variables for storing parameters in the ShaderClosure struct commit 7100640b65c2ff5447a18c01fc4e93594b4f486a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 12:03:17 2016 +0200 added output parameter to the DisneyBsdfNode That has been forgotten after removing the inheritance of BsdfNode commit 419ee5441100a906b4b3fd8373cb768a71bfdfe6 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 10:40:48 2016 +0200 removed BsdfNode class inheritance for DisneyBsdfNode That's due to a naming difference. The Disney BSDF uses the name 'Base Color' while the BsdfNode had a 'Color' input. That caused a text message to be printed while rendering. commit 6006f91e8730f78df5874f808690d3908db103ab Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 16:08:10 2016 +0200 disney implementation cleaned commit 0ed08959141fc7c5f8c6e37c6552ecb9fcc5749c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 13:23:07 2016 +0200 added the disney brdf as a shader node commit 0630b742d71c658915575a4a71a325094a0fc313 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 3 16:54:49 2016 +0200 added clearcoat implementation commit 9f3d39744b85619750c79c901f678b8c07fe0ee2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Apr 29 22:56:49 2016 +0200 disney diffuse und specular implemented commit 9b262063767d6b05a617891c967d887d21bfb177 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 15:21:32 2016 +0200 disney diffuse is working correctly commit 4711a3927dfcadaa1c36de0ba78fc304fac1dc8a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 08:41:53 2016 +0200 added vessel for disney diffuse shader Differential Revision: https://developer.blender.org/D2313
2017-04-18 11:43:09 +02:00
else if (b_node.is_a(&RNA_ShaderNodeBsdfPrincipled)) {
BL::ShaderNodeBsdfPrincipled b_principled_node(b_node);
PrincipledBsdfNode *principled = graph->create_node<PrincipledBsdfNode>();
Squashed commit of the following: commit 90778901c9ea1e16d5907981e91bceba25ff207d Merge: 76eebd9 3bf0026 Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Mon Apr 3 07:52:05 2017 +0200 Merge branch 'master' into cycles_disney_brdf commit 76eebd9379a5dad519ff01cf215fbe3db6de931e Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Thu Mar 30 15:34:20 2017 +0200 Updated copyright for the new files. commit 013f4a152a3898946ba5c616141c6e44d928ccfd Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Thu Mar 30 15:32:55 2017 +0200 Switched from multiplication of base and subsurface color to blending between them using the subsurface parameter. commit 482ec5d1f20ceabc9cbda4838d4ae37d1d673458 Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Mon Mar 13 15:47:12 2017 +0100 Fixed a bug that caused an additional white diffuse closure call when using path tracing. commit 26e906d162a6a8d67f2ebc8880993fcbab69559e Merge: 0593b8c 223aff9 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Feb 6 11:32:31 2017 +0100 Merge branch 'master' into cycles_disney_brdf commit 0593b8c51bf7db0ed5ca92ed6f68d0d984dad0dd Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Feb 6 11:30:36 2017 +0100 Fixed the broken GLSL shader and implemented the Disney BRDF in the real-time view port. commit 8c7e11423be640dc44b1807912058480710e51f4 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Feb 3 14:24:05 2017 +0100 Fix to comply strict compiler flags and some code cleanup commit 17724e9d2dbffb1aaa61401224ecbf2349c1dac3 Merge: 379ba34 520afa2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jan 24 09:59:58 2017 +0100 Merge branch 'master' into cycles_disney_brdf commit 379ba346b0acd1ea779365b940fcd01f5ba1165f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jan 24 09:28:56 2017 +0100 Renamed the Disney BSDF to Principled BSDF. commit f80dcb4f34f1dc41841ced5965787fc26ace22a2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Dec 2 13:55:12 2016 +0100 Removed reflection call when roughness is low because of artifacts. commit 732db8a57f6d4e5d6f44bbad176c15fd55377f0a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Nov 16 09:22:25 2016 +0100 Indication if to use fresnel is now handled via the type of the BSDF. commit 0103659f5e705b314cde98b0e4a01c14c55acd5e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Nov 11 13:04:11 2016 +0100 Fixed an error in the clearcoat where it appeared too bright for default light sources (like directional lights) commit 0aa68f533529c9fd197a3ab0427f9e41a15456b9 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Nov 7 12:04:38 2016 +0100 Resolved inconsistencies in using tabs and spaces commit f5897a9494e352de274b99e7bee971336c0dc386 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Nov 7 08:13:41 2016 +0100 Improved the clearcoat part by using GTR1 instead of GTR2 commit 3dfc240e61b3d4d0e7c476989792e4ada869ce91 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 31 11:31:36 2016 +0100 Use reflection BSDF for glossy reflections when roughness is 0.0 to reduce computational expense and some code cleanup Code cleanup includes: - Code style cleanup and removed unused code - Consolidated code in the bsdf_microfacet_multi_impl.h to reduce some computational expense commit a2dd0c5fafdabe1573299170fb3be98a3e46d17a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Oct 26 08:51:10 2016 +0200 Fixed glossy reflections and refractions for low roughness values and cleaned up the code. For low roughness values, the reflections had some strange behavior. commit 981737591231a1a5a1c85950950580b65d029505 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Oct 25 12:37:40 2016 +0200 Removed default values in setup functions and added extra functions for GGX with fresnel. commit bbc5d9d4527346a74155cf17be21fb02ee3e0779 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Oct 25 11:09:36 2016 +0200 Switched from uniform to cosine hemisphere sampling for the diffuse and the sheen part. commit d52d8f2813d64363713f11160a6c725d4cafbcfa Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 16:17:13 2016 +0200 Removed the color parameters from the diffuse and sheen shader and use them as closure weights instead. commit 8f3d92738532ad867a0a3543c00393626ab8f6ec Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 09:57:06 2016 +0200 Fixed the issue with artifacts when using anisotropy without linking the tangent input to a tangent node. commit d93f680db9acaaade0354b34857a3ccaf348557f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 09:14:51 2016 +0200 Added subsurface radius parameter to control the per color channel effection radius of the subsurface scattering. commit c708c3e53b323773fc852bdc239bc51e157dcaef Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 08:14:10 2016 +0200 Rearranged the inputs of the shader. commit dfbfff9c389074d3e5c1f49dd38a95e9b317eb1f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 09:27:05 2016 +0200 Put spaces in the parameter names of the shader node commit e5a748ced17c8f59e5e73309096adeea3ba95e04 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 08:51:20 2016 +0200 Removed code that isn't in use anymore commit 75992bebc128c8b44cab4f0d8855603787f57260 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 08:50:07 2016 +0200 Code style cleanup commit 4dfcf455f7769752044e051b399fb6a5dfcd0e22 Merge: 243a0e3 2cd6a89 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Oct 20 10:41:50 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 243a0e3eb80ef82704d5ea2657384c3a4b9fb497 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Oct 20 10:01:45 2016 +0200 Switching between OSL and SVM is more consistant now when using Disney BSDF. There were some minor differences in the OSL implementation, e.g. the refraction roughness was missing. commit 2a5ac509223c838285a00c4c12775567666e7154 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 09:17:57 2016 +0200 Fixed a bug that caused transparency to be always white when using OSL and selecting GGX as distribution of the Disney BSDF commit e1fa8623915407cea942a07fd0a106b04e113c09 Merge: d0530a8 7f76f6f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:59:32 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit d0530a8af0e076c0aca4c9a61b0a64cada45ac4d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:53:18 2016 +0200 Cleanup the Disney BSDF implementation and removing unneeded files. commit 3f4fc826bd9c1f47c694c0f6b2947daf5b524b1a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:36:07 2016 +0200 Unified the OSL implementation of the Disney clearcoat as a simple microfacet shader like it was previously done in SVM commit 4d3a0032ecea99031979f342bfd5f66ea5a8625a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Sep 26 12:35:36 2016 +0200 Enhanced performance for Disney materials without subsurface scattering commit 3cd5eb56cf5c9006837f111c8866e4c6e1c2a6fd Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 16 08:47:56 2016 +0200 Fixed a bug in the Disney BSDF that caused specular reflections to be too bright and diffuse is now reacting to the roughness again - A normalization for the fresnel was missing which caused the specular reflections to become too bright for the single-scatter GGX - The roughness value for the diffuse BSSRDF part has always been overwritten and thus always 0 - Also the performance for refractive materials with roughness=0.0 has been improved commit 7cb37d711938e5626651db21f20da50edd96abaf Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Sep 8 12:24:43 2016 +0200 Added selection field to the Disney BSDF node for switching between "Multiscatter GGX" and "GGX" In the "GGX" mode there is an additional parameter for changing the refraction roughness for materials with smooth surfaces and rough interns (e.g. honey). With the "Multiscatter GGX" this effect can't be produced at the moment and so here will be no separation of the two roughness values. commit cdd29d06bb86672ed0779eefb8eee95796b8f939 Merge: 02c315a b40d1c1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 6 15:59:05 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 02c315aeb0f0d7bb429d4396912e03dbb8a77340 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 6 15:16:09 2016 +0200 Implemented the OSL part of the Disney shader commit 5f880293aeeacf269032824248b46d613691a36c Merge: 630b80e b399a6d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 2 10:53:36 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 630b80e08b6acf83834bc95264af4ccdbbc5f82c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 2 10:52:13 2016 +0200 Fresnel in the microfacet multiscatter implementation improved commit 0d9f4d7acb2de65d1c98d425cea4bf364795c155 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Aug 26 11:11:05 2016 +0200 Fixed refraction roughness problem (refractions were always 100% rough) and set IOR of clearcoat to 1.5 commit 9eed34c7d980e1b998df457c4f76021162c80f78 Merge: ef29aae ae475e3 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Aug 16 15:22:32 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit ef29aaee1af8074e0228c480d962700e97ea5b36 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Aug 16 15:17:12 2016 +0200 Implemented the fresnel in the multi-scatter GGX for the Disney BSDF - The specular/metallic part uses the multi-scatter GGX - The fresnel of the metallic part is controlled by the specular value - The color of the reflection part when using transparency can be controlled by the specularTint value commit 88567af085ac94119b98c95246b6d6f63161bc01 Merge: cc267e5 285e082 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 15:05:09 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit cc267e52f20d036a66aeeff127ee1c856f7c651b Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 15:00:25 2016 +0200 Implemented the Disney clearcoat as a variation of the microfacet bsdf, removed the transparency roughness again and added an input for anisotropic rotations commit 81f6c06b1f53180bf32a5c11ac1fa64e2b6abf52 Merge: ece5a08 7065022 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 11:42:02 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit ece5a08e0d6e51a83c223ea87346134216e5b34e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 16:29:21 2016 +0200 Base color now applied again to the refraction of transparent Disney materials commit e3aff6849e06853c56da7bd610210dcab70e6070 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 16:05:19 2016 +0200 Added subsurface color parameter to the Disney shader commit b3ca6d8a2f4f866b323fc2df0a3beff577218c27 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 12:30:25 2016 +0200 Improvement of the SSS in the Disney shader * Now the bump normal is correctly used for the SSS. * SSS in Disney uses the Disney diffuse shader commit d68729300ee557e90a8e7e4be6eb8ef98db80fe2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 12:23:13 2016 +0200 Better calculation of the Disney diffuse part Now the values for NdotL und NdotV are clamped to 0.0f for a better look when using normal maps commit cb6e500b12e7bce884d3db19ee138c975c215f2d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:26:42 2016 +0200 Now one can disable specular reflactions again by setting specular and metallic to 0 (cracked this in the previous commit) commit bfb9cb11b548103369de2a46ce18b4ddf661362c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:11:07 2016 +0200 fixed the Disney SSS and cleaned the initialization of the Disney shaders commit 642c0fdad12548c1a2ccbf595bae3a995d3022f7 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:09:55 2016 +0200 fixed an error that was caused by the missing LABEL_REFLECT in the Disney diffuse shader commit c10b484dcad3412c34455736e9656cd38716bcb0 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Fri Jul 22 01:15:21 2016 +0200 Rollback attempt to fix sss crashing, it prevented crash by disabling sss completely, thus useless commit 462bba3f97fcc41834e0e20cc806a7958e5106f5 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Thu Jul 21 23:11:59 2016 +0200 Add an undef for sc_next for safety commit 32d348577d69be251aa04110c5f6156cd2645f48 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Thu Jul 21 00:15:48 2016 +0200 Attempt to fix Disney SSS commit dbad91ca6d46f5a4a6f2ba7ed4c811ffa723942f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Jul 20 11:13:00 2016 +0200 Added a roughness parameter for refractions (for scattering of the rays within an object) With this, one can create a translucent material with a smooth surface and with a milky look. The final refraction roughness has to be calculated using the surface roughness and the refraction roughness because those two are correlated for refractions. If a ray hits a rough surface of a translucent material, it is scattered while entering the surface. Then it is scattered further within the object. The calculation I'm using is the following: RefrRoughnessFinal = 1.0 - (1.0 - Roughness) * (1.0 - RefrRoughness) commit 50ea5e3e34394a727e3cceb6203adb48834a9ab7 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jun 7 10:24:50 2016 +0200 Disney BSDF is now supporting CUDA commit 10974cc826a4bfa8fb3ef59177abf0b0dc441065 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 31 11:18:07 2016 +0200 Added parameters IOR and Transparency for refractions With this, the Disney BRDF/BSSRDF is extended by the BTDF part. commit 218202c0905a4ec93ee19850360d1a39966d2c25 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 15:08:18 2016 +0200 Added an additional normal for the clearcoat With this normal one can simulate a thin layer of clearcoat by applying a smoother normal map than the original to this input commit dd139ead7e04aa87a894ccf3732cfce711258ff1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 12:40:56 2016 +0200 Switched to the improved subsurface scattering from Christensen and Burley commit 11160fa4e1c32230119d4506e7e9fd3da2ab37f2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 10:16:30 2016 +0200 Added Disney Sheen shader as a preparation to get to a BSSRDF commit cee4fe0cc94515ee60d4afa4d4e10c41003f1579 Merge: 4f955d0 6b5bab6 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 09:08:09 2016 +0200 Merge branch 'cycles_disney_brdf' of git.blender.org:blender into cycles_disney_brdf Conflicts: intern/cycles/kernel/closure/bsdf_disney_clearcoat.h intern/cycles/kernel/closure/bsdf_disney_diffuse.h intern/cycles/kernel/closure/bsdf_disney_specular.h intern/cycles/kernel/closure/bsdf_util.h intern/cycles/kernel/osl/CMakeLists.txt intern/cycles/kernel/osl/bsdf_disney_clearcoat.cpp intern/cycles/kernel/osl/bsdf_disney_diffuse.cpp intern/cycles/kernel/osl/bsdf_disney_specular.cpp intern/cycles/kernel/osl/osl_closures.h intern/cycles/kernel/shaders/node_disney_bsdf.osl intern/cycles/render/nodes.cpp intern/cycles/render/nodes.h commit 4f955d052358206209454decf2c3539e6a21b42f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 24 16:38:23 2016 +0200 SVM and OSL are both working for the simple version of the Disney BRDF commit 1f5c41874b01ad297eb8a6bad9985296c6c0a6e1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 24 09:58:50 2016 +0200 Disney node can be used without SVM and started to cleanup the OSL implementation There is still some wrong behavior for SVM for the Schlick Fresnel part at the specular and clearcoat commit d4b814e9304ebb44cc7c291cd83f7b7cdebcd152 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:22:29 2016 +0200 Switched from a parameter struct for Disney parameters to ShaderClosure params commit b86a1f5ba5019c7818153cb70b49f5f7a0bc52a0 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:19:57 2016 +0200 Added additional variables for storing parameters in the ShaderClosure struct commit 585b88623695fa07dfca9c9909d6d9184c3519c8 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 12:03:17 2016 +0200 added output parameter to the DisneyBsdfNode That has been forgotten after removing the inheritance of BsdfNode commit f91a28639884cbda7804715b910d64abba0718ef Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 10:40:48 2016 +0200 removed BsdfNode class inheritance for DisneyBsdfNode That's due to a naming difference. The Disney BSDF uses the name 'Base Color' while the BsdfNode had a 'Color' input. That caused a text message to be printed while rendering. commit 30da91c9c51d8cbc6a7564c7aaa61c9efe2ab654 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 16:08:10 2016 +0200 disney implementation cleaned commit 30d41da0f0352fad29375a395ffcb9cb7891eeb1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 13:23:07 2016 +0200 added the disney brdf as a shader node commit 1f099fce249cb35e949cc629f7cca2167fca881a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 3 16:54:49 2016 +0200 added clearcoat implementation commit 00a1378b98e435e9cdbfbac86eb974c19b2a8151 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Apr 29 22:56:49 2016 +0200 disney diffuse und specular implemented commit 6baa7a7eb787638661cddad0c4e7f78bd3a8fa5c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 15:21:32 2016 +0200 disney diffuse is working correctly commit d8fa169bf3caf71c40a124101b33dee6c510188e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 08:41:53 2016 +0200 added vessel for disney diffuse shader commit 6b5bab6cecde153122625cf8dc10e4209ed1eb0f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:22:29 2016 +0200 Switched from a parameter struct for Disney parameters to ShaderClosure params commit f6499c2676e074a36033627ffc7540107777630d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:19:57 2016 +0200 Added additional variables for storing parameters in the ShaderClosure struct commit 7100640b65c2ff5447a18c01fc4e93594b4f486a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 12:03:17 2016 +0200 added output parameter to the DisneyBsdfNode That has been forgotten after removing the inheritance of BsdfNode commit 419ee5441100a906b4b3fd8373cb768a71bfdfe6 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 10:40:48 2016 +0200 removed BsdfNode class inheritance for DisneyBsdfNode That's due to a naming difference. The Disney BSDF uses the name 'Base Color' while the BsdfNode had a 'Color' input. That caused a text message to be printed while rendering. commit 6006f91e8730f78df5874f808690d3908db103ab Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 16:08:10 2016 +0200 disney implementation cleaned commit 0ed08959141fc7c5f8c6e37c6552ecb9fcc5749c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 13:23:07 2016 +0200 added the disney brdf as a shader node commit 0630b742d71c658915575a4a71a325094a0fc313 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 3 16:54:49 2016 +0200 added clearcoat implementation commit 9f3d39744b85619750c79c901f678b8c07fe0ee2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Apr 29 22:56:49 2016 +0200 disney diffuse und specular implemented commit 9b262063767d6b05a617891c967d887d21bfb177 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 15:21:32 2016 +0200 disney diffuse is working correctly commit 4711a3927dfcadaa1c36de0ba78fc304fac1dc8a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 08:41:53 2016 +0200 added vessel for disney diffuse shader Differential Revision: https://developer.blender.org/D2313
2017-04-18 11:43:09 +02:00
switch (b_principled_node.distribution()) {
case BL::ShaderNodeBsdfPrincipled::distribution_GGX:
principled->set_distribution(CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID);
Squashed commit of the following: commit 90778901c9ea1e16d5907981e91bceba25ff207d Merge: 76eebd9 3bf0026 Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Mon Apr 3 07:52:05 2017 +0200 Merge branch 'master' into cycles_disney_brdf commit 76eebd9379a5dad519ff01cf215fbe3db6de931e Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Thu Mar 30 15:34:20 2017 +0200 Updated copyright for the new files. commit 013f4a152a3898946ba5c616141c6e44d928ccfd Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Thu Mar 30 15:32:55 2017 +0200 Switched from multiplication of base and subsurface color to blending between them using the subsurface parameter. commit 482ec5d1f20ceabc9cbda4838d4ae37d1d673458 Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Mon Mar 13 15:47:12 2017 +0100 Fixed a bug that caused an additional white diffuse closure call when using path tracing. commit 26e906d162a6a8d67f2ebc8880993fcbab69559e Merge: 0593b8c 223aff9 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Feb 6 11:32:31 2017 +0100 Merge branch 'master' into cycles_disney_brdf commit 0593b8c51bf7db0ed5ca92ed6f68d0d984dad0dd Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Feb 6 11:30:36 2017 +0100 Fixed the broken GLSL shader and implemented the Disney BRDF in the real-time view port. commit 8c7e11423be640dc44b1807912058480710e51f4 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Feb 3 14:24:05 2017 +0100 Fix to comply strict compiler flags and some code cleanup commit 17724e9d2dbffb1aaa61401224ecbf2349c1dac3 Merge: 379ba34 520afa2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jan 24 09:59:58 2017 +0100 Merge branch 'master' into cycles_disney_brdf commit 379ba346b0acd1ea779365b940fcd01f5ba1165f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jan 24 09:28:56 2017 +0100 Renamed the Disney BSDF to Principled BSDF. commit f80dcb4f34f1dc41841ced5965787fc26ace22a2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Dec 2 13:55:12 2016 +0100 Removed reflection call when roughness is low because of artifacts. commit 732db8a57f6d4e5d6f44bbad176c15fd55377f0a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Nov 16 09:22:25 2016 +0100 Indication if to use fresnel is now handled via the type of the BSDF. commit 0103659f5e705b314cde98b0e4a01c14c55acd5e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Nov 11 13:04:11 2016 +0100 Fixed an error in the clearcoat where it appeared too bright for default light sources (like directional lights) commit 0aa68f533529c9fd197a3ab0427f9e41a15456b9 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Nov 7 12:04:38 2016 +0100 Resolved inconsistencies in using tabs and spaces commit f5897a9494e352de274b99e7bee971336c0dc386 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Nov 7 08:13:41 2016 +0100 Improved the clearcoat part by using GTR1 instead of GTR2 commit 3dfc240e61b3d4d0e7c476989792e4ada869ce91 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 31 11:31:36 2016 +0100 Use reflection BSDF for glossy reflections when roughness is 0.0 to reduce computational expense and some code cleanup Code cleanup includes: - Code style cleanup and removed unused code - Consolidated code in the bsdf_microfacet_multi_impl.h to reduce some computational expense commit a2dd0c5fafdabe1573299170fb3be98a3e46d17a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Oct 26 08:51:10 2016 +0200 Fixed glossy reflections and refractions for low roughness values and cleaned up the code. For low roughness values, the reflections had some strange behavior. commit 981737591231a1a5a1c85950950580b65d029505 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Oct 25 12:37:40 2016 +0200 Removed default values in setup functions and added extra functions for GGX with fresnel. commit bbc5d9d4527346a74155cf17be21fb02ee3e0779 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Oct 25 11:09:36 2016 +0200 Switched from uniform to cosine hemisphere sampling for the diffuse and the sheen part. commit d52d8f2813d64363713f11160a6c725d4cafbcfa Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 16:17:13 2016 +0200 Removed the color parameters from the diffuse and sheen shader and use them as closure weights instead. commit 8f3d92738532ad867a0a3543c00393626ab8f6ec Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 09:57:06 2016 +0200 Fixed the issue with artifacts when using anisotropy without linking the tangent input to a tangent node. commit d93f680db9acaaade0354b34857a3ccaf348557f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 09:14:51 2016 +0200 Added subsurface radius parameter to control the per color channel effection radius of the subsurface scattering. commit c708c3e53b323773fc852bdc239bc51e157dcaef Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 08:14:10 2016 +0200 Rearranged the inputs of the shader. commit dfbfff9c389074d3e5c1f49dd38a95e9b317eb1f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 09:27:05 2016 +0200 Put spaces in the parameter names of the shader node commit e5a748ced17c8f59e5e73309096adeea3ba95e04 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 08:51:20 2016 +0200 Removed code that isn't in use anymore commit 75992bebc128c8b44cab4f0d8855603787f57260 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 08:50:07 2016 +0200 Code style cleanup commit 4dfcf455f7769752044e051b399fb6a5dfcd0e22 Merge: 243a0e3 2cd6a89 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Oct 20 10:41:50 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 243a0e3eb80ef82704d5ea2657384c3a4b9fb497 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Oct 20 10:01:45 2016 +0200 Switching between OSL and SVM is more consistant now when using Disney BSDF. There were some minor differences in the OSL implementation, e.g. the refraction roughness was missing. commit 2a5ac509223c838285a00c4c12775567666e7154 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 09:17:57 2016 +0200 Fixed a bug that caused transparency to be always white when using OSL and selecting GGX as distribution of the Disney BSDF commit e1fa8623915407cea942a07fd0a106b04e113c09 Merge: d0530a8 7f76f6f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:59:32 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit d0530a8af0e076c0aca4c9a61b0a64cada45ac4d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:53:18 2016 +0200 Cleanup the Disney BSDF implementation and removing unneeded files. commit 3f4fc826bd9c1f47c694c0f6b2947daf5b524b1a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:36:07 2016 +0200 Unified the OSL implementation of the Disney clearcoat as a simple microfacet shader like it was previously done in SVM commit 4d3a0032ecea99031979f342bfd5f66ea5a8625a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Sep 26 12:35:36 2016 +0200 Enhanced performance for Disney materials without subsurface scattering commit 3cd5eb56cf5c9006837f111c8866e4c6e1c2a6fd Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 16 08:47:56 2016 +0200 Fixed a bug in the Disney BSDF that caused specular reflections to be too bright and diffuse is now reacting to the roughness again - A normalization for the fresnel was missing which caused the specular reflections to become too bright for the single-scatter GGX - The roughness value for the diffuse BSSRDF part has always been overwritten and thus always 0 - Also the performance for refractive materials with roughness=0.0 has been improved commit 7cb37d711938e5626651db21f20da50edd96abaf Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Sep 8 12:24:43 2016 +0200 Added selection field to the Disney BSDF node for switching between "Multiscatter GGX" and "GGX" In the "GGX" mode there is an additional parameter for changing the refraction roughness for materials with smooth surfaces and rough interns (e.g. honey). With the "Multiscatter GGX" this effect can't be produced at the moment and so here will be no separation of the two roughness values. commit cdd29d06bb86672ed0779eefb8eee95796b8f939 Merge: 02c315a b40d1c1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 6 15:59:05 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 02c315aeb0f0d7bb429d4396912e03dbb8a77340 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 6 15:16:09 2016 +0200 Implemented the OSL part of the Disney shader commit 5f880293aeeacf269032824248b46d613691a36c Merge: 630b80e b399a6d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 2 10:53:36 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 630b80e08b6acf83834bc95264af4ccdbbc5f82c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 2 10:52:13 2016 +0200 Fresnel in the microfacet multiscatter implementation improved commit 0d9f4d7acb2de65d1c98d425cea4bf364795c155 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Aug 26 11:11:05 2016 +0200 Fixed refraction roughness problem (refractions were always 100% rough) and set IOR of clearcoat to 1.5 commit 9eed34c7d980e1b998df457c4f76021162c80f78 Merge: ef29aae ae475e3 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Aug 16 15:22:32 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit ef29aaee1af8074e0228c480d962700e97ea5b36 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Aug 16 15:17:12 2016 +0200 Implemented the fresnel in the multi-scatter GGX for the Disney BSDF - The specular/metallic part uses the multi-scatter GGX - The fresnel of the metallic part is controlled by the specular value - The color of the reflection part when using transparency can be controlled by the specularTint value commit 88567af085ac94119b98c95246b6d6f63161bc01 Merge: cc267e5 285e082 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 15:05:09 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit cc267e52f20d036a66aeeff127ee1c856f7c651b Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 15:00:25 2016 +0200 Implemented the Disney clearcoat as a variation of the microfacet bsdf, removed the transparency roughness again and added an input for anisotropic rotations commit 81f6c06b1f53180bf32a5c11ac1fa64e2b6abf52 Merge: ece5a08 7065022 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 11:42:02 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit ece5a08e0d6e51a83c223ea87346134216e5b34e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 16:29:21 2016 +0200 Base color now applied again to the refraction of transparent Disney materials commit e3aff6849e06853c56da7bd610210dcab70e6070 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 16:05:19 2016 +0200 Added subsurface color parameter to the Disney shader commit b3ca6d8a2f4f866b323fc2df0a3beff577218c27 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 12:30:25 2016 +0200 Improvement of the SSS in the Disney shader * Now the bump normal is correctly used for the SSS. * SSS in Disney uses the Disney diffuse shader commit d68729300ee557e90a8e7e4be6eb8ef98db80fe2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 12:23:13 2016 +0200 Better calculation of the Disney diffuse part Now the values for NdotL und NdotV are clamped to 0.0f for a better look when using normal maps commit cb6e500b12e7bce884d3db19ee138c975c215f2d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:26:42 2016 +0200 Now one can disable specular reflactions again by setting specular and metallic to 0 (cracked this in the previous commit) commit bfb9cb11b548103369de2a46ce18b4ddf661362c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:11:07 2016 +0200 fixed the Disney SSS and cleaned the initialization of the Disney shaders commit 642c0fdad12548c1a2ccbf595bae3a995d3022f7 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:09:55 2016 +0200 fixed an error that was caused by the missing LABEL_REFLECT in the Disney diffuse shader commit c10b484dcad3412c34455736e9656cd38716bcb0 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Fri Jul 22 01:15:21 2016 +0200 Rollback attempt to fix sss crashing, it prevented crash by disabling sss completely, thus useless commit 462bba3f97fcc41834e0e20cc806a7958e5106f5 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Thu Jul 21 23:11:59 2016 +0200 Add an undef for sc_next for safety commit 32d348577d69be251aa04110c5f6156cd2645f48 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Thu Jul 21 00:15:48 2016 +0200 Attempt to fix Disney SSS commit dbad91ca6d46f5a4a6f2ba7ed4c811ffa723942f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Jul 20 11:13:00 2016 +0200 Added a roughness parameter for refractions (for scattering of the rays within an object) With this, one can create a translucent material with a smooth surface and with a milky look. The final refraction roughness has to be calculated using the surface roughness and the refraction roughness because those two are correlated for refractions. If a ray hits a rough surface of a translucent material, it is scattered while entering the surface. Then it is scattered further within the object. The calculation I'm using is the following: RefrRoughnessFinal = 1.0 - (1.0 - Roughness) * (1.0 - RefrRoughness) commit 50ea5e3e34394a727e3cceb6203adb48834a9ab7 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jun 7 10:24:50 2016 +0200 Disney BSDF is now supporting CUDA commit 10974cc826a4bfa8fb3ef59177abf0b0dc441065 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 31 11:18:07 2016 +0200 Added parameters IOR and Transparency for refractions With this, the Disney BRDF/BSSRDF is extended by the BTDF part. commit 218202c0905a4ec93ee19850360d1a39966d2c25 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 15:08:18 2016 +0200 Added an additional normal for the clearcoat With this normal one can simulate a thin layer of clearcoat by applying a smoother normal map than the original to this input commit dd139ead7e04aa87a894ccf3732cfce711258ff1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 12:40:56 2016 +0200 Switched to the improved subsurface scattering from Christensen and Burley commit 11160fa4e1c32230119d4506e7e9fd3da2ab37f2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 10:16:30 2016 +0200 Added Disney Sheen shader as a preparation to get to a BSSRDF commit cee4fe0cc94515ee60d4afa4d4e10c41003f1579 Merge: 4f955d0 6b5bab6 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 09:08:09 2016 +0200 Merge branch 'cycles_disney_brdf' of git.blender.org:blender into cycles_disney_brdf Conflicts: intern/cycles/kernel/closure/bsdf_disney_clearcoat.h intern/cycles/kernel/closure/bsdf_disney_diffuse.h intern/cycles/kernel/closure/bsdf_disney_specular.h intern/cycles/kernel/closure/bsdf_util.h intern/cycles/kernel/osl/CMakeLists.txt intern/cycles/kernel/osl/bsdf_disney_clearcoat.cpp intern/cycles/kernel/osl/bsdf_disney_diffuse.cpp intern/cycles/kernel/osl/bsdf_disney_specular.cpp intern/cycles/kernel/osl/osl_closures.h intern/cycles/kernel/shaders/node_disney_bsdf.osl intern/cycles/render/nodes.cpp intern/cycles/render/nodes.h commit 4f955d052358206209454decf2c3539e6a21b42f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 24 16:38:23 2016 +0200 SVM and OSL are both working for the simple version of the Disney BRDF commit 1f5c41874b01ad297eb8a6bad9985296c6c0a6e1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 24 09:58:50 2016 +0200 Disney node can be used without SVM and started to cleanup the OSL implementation There is still some wrong behavior for SVM for the Schlick Fresnel part at the specular and clearcoat commit d4b814e9304ebb44cc7c291cd83f7b7cdebcd152 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:22:29 2016 +0200 Switched from a parameter struct for Disney parameters to ShaderClosure params commit b86a1f5ba5019c7818153cb70b49f5f7a0bc52a0 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:19:57 2016 +0200 Added additional variables for storing parameters in the ShaderClosure struct commit 585b88623695fa07dfca9c9909d6d9184c3519c8 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 12:03:17 2016 +0200 added output parameter to the DisneyBsdfNode That has been forgotten after removing the inheritance of BsdfNode commit f91a28639884cbda7804715b910d64abba0718ef Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 10:40:48 2016 +0200 removed BsdfNode class inheritance for DisneyBsdfNode That's due to a naming difference. The Disney BSDF uses the name 'Base Color' while the BsdfNode had a 'Color' input. That caused a text message to be printed while rendering. commit 30da91c9c51d8cbc6a7564c7aaa61c9efe2ab654 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 16:08:10 2016 +0200 disney implementation cleaned commit 30d41da0f0352fad29375a395ffcb9cb7891eeb1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 13:23:07 2016 +0200 added the disney brdf as a shader node commit 1f099fce249cb35e949cc629f7cca2167fca881a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 3 16:54:49 2016 +0200 added clearcoat implementation commit 00a1378b98e435e9cdbfbac86eb974c19b2a8151 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Apr 29 22:56:49 2016 +0200 disney diffuse und specular implemented commit 6baa7a7eb787638661cddad0c4e7f78bd3a8fa5c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 15:21:32 2016 +0200 disney diffuse is working correctly commit d8fa169bf3caf71c40a124101b33dee6c510188e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 08:41:53 2016 +0200 added vessel for disney diffuse shader commit 6b5bab6cecde153122625cf8dc10e4209ed1eb0f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:22:29 2016 +0200 Switched from a parameter struct for Disney parameters to ShaderClosure params commit f6499c2676e074a36033627ffc7540107777630d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:19:57 2016 +0200 Added additional variables for storing parameters in the ShaderClosure struct commit 7100640b65c2ff5447a18c01fc4e93594b4f486a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 12:03:17 2016 +0200 added output parameter to the DisneyBsdfNode That has been forgotten after removing the inheritance of BsdfNode commit 419ee5441100a906b4b3fd8373cb768a71bfdfe6 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 10:40:48 2016 +0200 removed BsdfNode class inheritance for DisneyBsdfNode That's due to a naming difference. The Disney BSDF uses the name 'Base Color' while the BsdfNode had a 'Color' input. That caused a text message to be printed while rendering. commit 6006f91e8730f78df5874f808690d3908db103ab Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 16:08:10 2016 +0200 disney implementation cleaned commit 0ed08959141fc7c5f8c6e37c6552ecb9fcc5749c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 13:23:07 2016 +0200 added the disney brdf as a shader node commit 0630b742d71c658915575a4a71a325094a0fc313 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 3 16:54:49 2016 +0200 added clearcoat implementation commit 9f3d39744b85619750c79c901f678b8c07fe0ee2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Apr 29 22:56:49 2016 +0200 disney diffuse und specular implemented commit 9b262063767d6b05a617891c967d887d21bfb177 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 15:21:32 2016 +0200 disney diffuse is working correctly commit 4711a3927dfcadaa1c36de0ba78fc304fac1dc8a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 08:41:53 2016 +0200 added vessel for disney diffuse shader Differential Revision: https://developer.blender.org/D2313
2017-04-18 11:43:09 +02:00
break;
case BL::ShaderNodeBsdfPrincipled::distribution_MULTI_GGX:
principled->set_distribution(CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID);
Squashed commit of the following: commit 90778901c9ea1e16d5907981e91bceba25ff207d Merge: 76eebd9 3bf0026 Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Mon Apr 3 07:52:05 2017 +0200 Merge branch 'master' into cycles_disney_brdf commit 76eebd9379a5dad519ff01cf215fbe3db6de931e Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Thu Mar 30 15:34:20 2017 +0200 Updated copyright for the new files. commit 013f4a152a3898946ba5c616141c6e44d928ccfd Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Thu Mar 30 15:32:55 2017 +0200 Switched from multiplication of base and subsurface color to blending between them using the subsurface parameter. commit 482ec5d1f20ceabc9cbda4838d4ae37d1d673458 Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Mon Mar 13 15:47:12 2017 +0100 Fixed a bug that caused an additional white diffuse closure call when using path tracing. commit 26e906d162a6a8d67f2ebc8880993fcbab69559e Merge: 0593b8c 223aff9 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Feb 6 11:32:31 2017 +0100 Merge branch 'master' into cycles_disney_brdf commit 0593b8c51bf7db0ed5ca92ed6f68d0d984dad0dd Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Feb 6 11:30:36 2017 +0100 Fixed the broken GLSL shader and implemented the Disney BRDF in the real-time view port. commit 8c7e11423be640dc44b1807912058480710e51f4 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Feb 3 14:24:05 2017 +0100 Fix to comply strict compiler flags and some code cleanup commit 17724e9d2dbffb1aaa61401224ecbf2349c1dac3 Merge: 379ba34 520afa2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jan 24 09:59:58 2017 +0100 Merge branch 'master' into cycles_disney_brdf commit 379ba346b0acd1ea779365b940fcd01f5ba1165f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jan 24 09:28:56 2017 +0100 Renamed the Disney BSDF to Principled BSDF. commit f80dcb4f34f1dc41841ced5965787fc26ace22a2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Dec 2 13:55:12 2016 +0100 Removed reflection call when roughness is low because of artifacts. commit 732db8a57f6d4e5d6f44bbad176c15fd55377f0a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Nov 16 09:22:25 2016 +0100 Indication if to use fresnel is now handled via the type of the BSDF. commit 0103659f5e705b314cde98b0e4a01c14c55acd5e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Nov 11 13:04:11 2016 +0100 Fixed an error in the clearcoat where it appeared too bright for default light sources (like directional lights) commit 0aa68f533529c9fd197a3ab0427f9e41a15456b9 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Nov 7 12:04:38 2016 +0100 Resolved inconsistencies in using tabs and spaces commit f5897a9494e352de274b99e7bee971336c0dc386 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Nov 7 08:13:41 2016 +0100 Improved the clearcoat part by using GTR1 instead of GTR2 commit 3dfc240e61b3d4d0e7c476989792e4ada869ce91 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 31 11:31:36 2016 +0100 Use reflection BSDF for glossy reflections when roughness is 0.0 to reduce computational expense and some code cleanup Code cleanup includes: - Code style cleanup and removed unused code - Consolidated code in the bsdf_microfacet_multi_impl.h to reduce some computational expense commit a2dd0c5fafdabe1573299170fb3be98a3e46d17a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Oct 26 08:51:10 2016 +0200 Fixed glossy reflections and refractions for low roughness values and cleaned up the code. For low roughness values, the reflections had some strange behavior. commit 981737591231a1a5a1c85950950580b65d029505 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Oct 25 12:37:40 2016 +0200 Removed default values in setup functions and added extra functions for GGX with fresnel. commit bbc5d9d4527346a74155cf17be21fb02ee3e0779 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Oct 25 11:09:36 2016 +0200 Switched from uniform to cosine hemisphere sampling for the diffuse and the sheen part. commit d52d8f2813d64363713f11160a6c725d4cafbcfa Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 16:17:13 2016 +0200 Removed the color parameters from the diffuse and sheen shader and use them as closure weights instead. commit 8f3d92738532ad867a0a3543c00393626ab8f6ec Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 09:57:06 2016 +0200 Fixed the issue with artifacts when using anisotropy without linking the tangent input to a tangent node. commit d93f680db9acaaade0354b34857a3ccaf348557f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 09:14:51 2016 +0200 Added subsurface radius parameter to control the per color channel effection radius of the subsurface scattering. commit c708c3e53b323773fc852bdc239bc51e157dcaef Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 08:14:10 2016 +0200 Rearranged the inputs of the shader. commit dfbfff9c389074d3e5c1f49dd38a95e9b317eb1f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 09:27:05 2016 +0200 Put spaces in the parameter names of the shader node commit e5a748ced17c8f59e5e73309096adeea3ba95e04 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 08:51:20 2016 +0200 Removed code that isn't in use anymore commit 75992bebc128c8b44cab4f0d8855603787f57260 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 08:50:07 2016 +0200 Code style cleanup commit 4dfcf455f7769752044e051b399fb6a5dfcd0e22 Merge: 243a0e3 2cd6a89 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Oct 20 10:41:50 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 243a0e3eb80ef82704d5ea2657384c3a4b9fb497 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Oct 20 10:01:45 2016 +0200 Switching between OSL and SVM is more consistant now when using Disney BSDF. There were some minor differences in the OSL implementation, e.g. the refraction roughness was missing. commit 2a5ac509223c838285a00c4c12775567666e7154 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 09:17:57 2016 +0200 Fixed a bug that caused transparency to be always white when using OSL and selecting GGX as distribution of the Disney BSDF commit e1fa8623915407cea942a07fd0a106b04e113c09 Merge: d0530a8 7f76f6f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:59:32 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit d0530a8af0e076c0aca4c9a61b0a64cada45ac4d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:53:18 2016 +0200 Cleanup the Disney BSDF implementation and removing unneeded files. commit 3f4fc826bd9c1f47c694c0f6b2947daf5b524b1a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:36:07 2016 +0200 Unified the OSL implementation of the Disney clearcoat as a simple microfacet shader like it was previously done in SVM commit 4d3a0032ecea99031979f342bfd5f66ea5a8625a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Sep 26 12:35:36 2016 +0200 Enhanced performance for Disney materials without subsurface scattering commit 3cd5eb56cf5c9006837f111c8866e4c6e1c2a6fd Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 16 08:47:56 2016 +0200 Fixed a bug in the Disney BSDF that caused specular reflections to be too bright and diffuse is now reacting to the roughness again - A normalization for the fresnel was missing which caused the specular reflections to become too bright for the single-scatter GGX - The roughness value for the diffuse BSSRDF part has always been overwritten and thus always 0 - Also the performance for refractive materials with roughness=0.0 has been improved commit 7cb37d711938e5626651db21f20da50edd96abaf Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Sep 8 12:24:43 2016 +0200 Added selection field to the Disney BSDF node for switching between "Multiscatter GGX" and "GGX" In the "GGX" mode there is an additional parameter for changing the refraction roughness for materials with smooth surfaces and rough interns (e.g. honey). With the "Multiscatter GGX" this effect can't be produced at the moment and so here will be no separation of the two roughness values. commit cdd29d06bb86672ed0779eefb8eee95796b8f939 Merge: 02c315a b40d1c1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 6 15:59:05 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 02c315aeb0f0d7bb429d4396912e03dbb8a77340 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 6 15:16:09 2016 +0200 Implemented the OSL part of the Disney shader commit 5f880293aeeacf269032824248b46d613691a36c Merge: 630b80e b399a6d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 2 10:53:36 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 630b80e08b6acf83834bc95264af4ccdbbc5f82c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 2 10:52:13 2016 +0200 Fresnel in the microfacet multiscatter implementation improved commit 0d9f4d7acb2de65d1c98d425cea4bf364795c155 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Aug 26 11:11:05 2016 +0200 Fixed refraction roughness problem (refractions were always 100% rough) and set IOR of clearcoat to 1.5 commit 9eed34c7d980e1b998df457c4f76021162c80f78 Merge: ef29aae ae475e3 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Aug 16 15:22:32 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit ef29aaee1af8074e0228c480d962700e97ea5b36 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Aug 16 15:17:12 2016 +0200 Implemented the fresnel in the multi-scatter GGX for the Disney BSDF - The specular/metallic part uses the multi-scatter GGX - The fresnel of the metallic part is controlled by the specular value - The color of the reflection part when using transparency can be controlled by the specularTint value commit 88567af085ac94119b98c95246b6d6f63161bc01 Merge: cc267e5 285e082 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 15:05:09 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit cc267e52f20d036a66aeeff127ee1c856f7c651b Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 15:00:25 2016 +0200 Implemented the Disney clearcoat as a variation of the microfacet bsdf, removed the transparency roughness again and added an input for anisotropic rotations commit 81f6c06b1f53180bf32a5c11ac1fa64e2b6abf52 Merge: ece5a08 7065022 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 11:42:02 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit ece5a08e0d6e51a83c223ea87346134216e5b34e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 16:29:21 2016 +0200 Base color now applied again to the refraction of transparent Disney materials commit e3aff6849e06853c56da7bd610210dcab70e6070 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 16:05:19 2016 +0200 Added subsurface color parameter to the Disney shader commit b3ca6d8a2f4f866b323fc2df0a3beff577218c27 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 12:30:25 2016 +0200 Improvement of the SSS in the Disney shader * Now the bump normal is correctly used for the SSS. * SSS in Disney uses the Disney diffuse shader commit d68729300ee557e90a8e7e4be6eb8ef98db80fe2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 12:23:13 2016 +0200 Better calculation of the Disney diffuse part Now the values for NdotL und NdotV are clamped to 0.0f for a better look when using normal maps commit cb6e500b12e7bce884d3db19ee138c975c215f2d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:26:42 2016 +0200 Now one can disable specular reflactions again by setting specular and metallic to 0 (cracked this in the previous commit) commit bfb9cb11b548103369de2a46ce18b4ddf661362c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:11:07 2016 +0200 fixed the Disney SSS and cleaned the initialization of the Disney shaders commit 642c0fdad12548c1a2ccbf595bae3a995d3022f7 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:09:55 2016 +0200 fixed an error that was caused by the missing LABEL_REFLECT in the Disney diffuse shader commit c10b484dcad3412c34455736e9656cd38716bcb0 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Fri Jul 22 01:15:21 2016 +0200 Rollback attempt to fix sss crashing, it prevented crash by disabling sss completely, thus useless commit 462bba3f97fcc41834e0e20cc806a7958e5106f5 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Thu Jul 21 23:11:59 2016 +0200 Add an undef for sc_next for safety commit 32d348577d69be251aa04110c5f6156cd2645f48 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Thu Jul 21 00:15:48 2016 +0200 Attempt to fix Disney SSS commit dbad91ca6d46f5a4a6f2ba7ed4c811ffa723942f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Jul 20 11:13:00 2016 +0200 Added a roughness parameter for refractions (for scattering of the rays within an object) With this, one can create a translucent material with a smooth surface and with a milky look. The final refraction roughness has to be calculated using the surface roughness and the refraction roughness because those two are correlated for refractions. If a ray hits a rough surface of a translucent material, it is scattered while entering the surface. Then it is scattered further within the object. The calculation I'm using is the following: RefrRoughnessFinal = 1.0 - (1.0 - Roughness) * (1.0 - RefrRoughness) commit 50ea5e3e34394a727e3cceb6203adb48834a9ab7 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jun 7 10:24:50 2016 +0200 Disney BSDF is now supporting CUDA commit 10974cc826a4bfa8fb3ef59177abf0b0dc441065 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 31 11:18:07 2016 +0200 Added parameters IOR and Transparency for refractions With this, the Disney BRDF/BSSRDF is extended by the BTDF part. commit 218202c0905a4ec93ee19850360d1a39966d2c25 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 15:08:18 2016 +0200 Added an additional normal for the clearcoat With this normal one can simulate a thin layer of clearcoat by applying a smoother normal map than the original to this input commit dd139ead7e04aa87a894ccf3732cfce711258ff1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 12:40:56 2016 +0200 Switched to the improved subsurface scattering from Christensen and Burley commit 11160fa4e1c32230119d4506e7e9fd3da2ab37f2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 10:16:30 2016 +0200 Added Disney Sheen shader as a preparation to get to a BSSRDF commit cee4fe0cc94515ee60d4afa4d4e10c41003f1579 Merge: 4f955d0 6b5bab6 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 09:08:09 2016 +0200 Merge branch 'cycles_disney_brdf' of git.blender.org:blender into cycles_disney_brdf Conflicts: intern/cycles/kernel/closure/bsdf_disney_clearcoat.h intern/cycles/kernel/closure/bsdf_disney_diffuse.h intern/cycles/kernel/closure/bsdf_disney_specular.h intern/cycles/kernel/closure/bsdf_util.h intern/cycles/kernel/osl/CMakeLists.txt intern/cycles/kernel/osl/bsdf_disney_clearcoat.cpp intern/cycles/kernel/osl/bsdf_disney_diffuse.cpp intern/cycles/kernel/osl/bsdf_disney_specular.cpp intern/cycles/kernel/osl/osl_closures.h intern/cycles/kernel/shaders/node_disney_bsdf.osl intern/cycles/render/nodes.cpp intern/cycles/render/nodes.h commit 4f955d052358206209454decf2c3539e6a21b42f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 24 16:38:23 2016 +0200 SVM and OSL are both working for the simple version of the Disney BRDF commit 1f5c41874b01ad297eb8a6bad9985296c6c0a6e1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 24 09:58:50 2016 +0200 Disney node can be used without SVM and started to cleanup the OSL implementation There is still some wrong behavior for SVM for the Schlick Fresnel part at the specular and clearcoat commit d4b814e9304ebb44cc7c291cd83f7b7cdebcd152 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:22:29 2016 +0200 Switched from a parameter struct for Disney parameters to ShaderClosure params commit b86a1f5ba5019c7818153cb70b49f5f7a0bc52a0 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:19:57 2016 +0200 Added additional variables for storing parameters in the ShaderClosure struct commit 585b88623695fa07dfca9c9909d6d9184c3519c8 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 12:03:17 2016 +0200 added output parameter to the DisneyBsdfNode That has been forgotten after removing the inheritance of BsdfNode commit f91a28639884cbda7804715b910d64abba0718ef Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 10:40:48 2016 +0200 removed BsdfNode class inheritance for DisneyBsdfNode That's due to a naming difference. The Disney BSDF uses the name 'Base Color' while the BsdfNode had a 'Color' input. That caused a text message to be printed while rendering. commit 30da91c9c51d8cbc6a7564c7aaa61c9efe2ab654 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 16:08:10 2016 +0200 disney implementation cleaned commit 30d41da0f0352fad29375a395ffcb9cb7891eeb1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 13:23:07 2016 +0200 added the disney brdf as a shader node commit 1f099fce249cb35e949cc629f7cca2167fca881a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 3 16:54:49 2016 +0200 added clearcoat implementation commit 00a1378b98e435e9cdbfbac86eb974c19b2a8151 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Apr 29 22:56:49 2016 +0200 disney diffuse und specular implemented commit 6baa7a7eb787638661cddad0c4e7f78bd3a8fa5c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 15:21:32 2016 +0200 disney diffuse is working correctly commit d8fa169bf3caf71c40a124101b33dee6c510188e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 08:41:53 2016 +0200 added vessel for disney diffuse shader commit 6b5bab6cecde153122625cf8dc10e4209ed1eb0f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:22:29 2016 +0200 Switched from a parameter struct for Disney parameters to ShaderClosure params commit f6499c2676e074a36033627ffc7540107777630d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:19:57 2016 +0200 Added additional variables for storing parameters in the ShaderClosure struct commit 7100640b65c2ff5447a18c01fc4e93594b4f486a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 12:03:17 2016 +0200 added output parameter to the DisneyBsdfNode That has been forgotten after removing the inheritance of BsdfNode commit 419ee5441100a906b4b3fd8373cb768a71bfdfe6 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 10:40:48 2016 +0200 removed BsdfNode class inheritance for DisneyBsdfNode That's due to a naming difference. The Disney BSDF uses the name 'Base Color' while the BsdfNode had a 'Color' input. That caused a text message to be printed while rendering. commit 6006f91e8730f78df5874f808690d3908db103ab Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 16:08:10 2016 +0200 disney implementation cleaned commit 0ed08959141fc7c5f8c6e37c6552ecb9fcc5749c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 13:23:07 2016 +0200 added the disney brdf as a shader node commit 0630b742d71c658915575a4a71a325094a0fc313 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 3 16:54:49 2016 +0200 added clearcoat implementation commit 9f3d39744b85619750c79c901f678b8c07fe0ee2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Apr 29 22:56:49 2016 +0200 disney diffuse und specular implemented commit 9b262063767d6b05a617891c967d887d21bfb177 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 15:21:32 2016 +0200 disney diffuse is working correctly commit 4711a3927dfcadaa1c36de0ba78fc304fac1dc8a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 08:41:53 2016 +0200 added vessel for disney diffuse shader Differential Revision: https://developer.blender.org/D2313
2017-04-18 11:43:09 +02:00
break;
}
switch (b_principled_node.subsurface_method()) {
case BL::ShaderNodeBsdfPrincipled::subsurface_method_BURLEY:
principled->set_subsurface_method(CLOSURE_BSSRDF_PRINCIPLED_ID);
break;
case BL::ShaderNodeBsdfPrincipled::subsurface_method_RANDOM_WALK:
principled->set_subsurface_method(CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID);
break;
}
Squashed commit of the following: commit 90778901c9ea1e16d5907981e91bceba25ff207d Merge: 76eebd9 3bf0026 Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Mon Apr 3 07:52:05 2017 +0200 Merge branch 'master' into cycles_disney_brdf commit 76eebd9379a5dad519ff01cf215fbe3db6de931e Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Thu Mar 30 15:34:20 2017 +0200 Updated copyright for the new files. commit 013f4a152a3898946ba5c616141c6e44d928ccfd Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Thu Mar 30 15:32:55 2017 +0200 Switched from multiplication of base and subsurface color to blending between them using the subsurface parameter. commit 482ec5d1f20ceabc9cbda4838d4ae37d1d673458 Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Mon Mar 13 15:47:12 2017 +0100 Fixed a bug that caused an additional white diffuse closure call when using path tracing. commit 26e906d162a6a8d67f2ebc8880993fcbab69559e Merge: 0593b8c 223aff9 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Feb 6 11:32:31 2017 +0100 Merge branch 'master' into cycles_disney_brdf commit 0593b8c51bf7db0ed5ca92ed6f68d0d984dad0dd Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Feb 6 11:30:36 2017 +0100 Fixed the broken GLSL shader and implemented the Disney BRDF in the real-time view port. commit 8c7e11423be640dc44b1807912058480710e51f4 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Feb 3 14:24:05 2017 +0100 Fix to comply strict compiler flags and some code cleanup commit 17724e9d2dbffb1aaa61401224ecbf2349c1dac3 Merge: 379ba34 520afa2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jan 24 09:59:58 2017 +0100 Merge branch 'master' into cycles_disney_brdf commit 379ba346b0acd1ea779365b940fcd01f5ba1165f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jan 24 09:28:56 2017 +0100 Renamed the Disney BSDF to Principled BSDF. commit f80dcb4f34f1dc41841ced5965787fc26ace22a2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Dec 2 13:55:12 2016 +0100 Removed reflection call when roughness is low because of artifacts. commit 732db8a57f6d4e5d6f44bbad176c15fd55377f0a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Nov 16 09:22:25 2016 +0100 Indication if to use fresnel is now handled via the type of the BSDF. commit 0103659f5e705b314cde98b0e4a01c14c55acd5e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Nov 11 13:04:11 2016 +0100 Fixed an error in the clearcoat where it appeared too bright for default light sources (like directional lights) commit 0aa68f533529c9fd197a3ab0427f9e41a15456b9 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Nov 7 12:04:38 2016 +0100 Resolved inconsistencies in using tabs and spaces commit f5897a9494e352de274b99e7bee971336c0dc386 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Nov 7 08:13:41 2016 +0100 Improved the clearcoat part by using GTR1 instead of GTR2 commit 3dfc240e61b3d4d0e7c476989792e4ada869ce91 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 31 11:31:36 2016 +0100 Use reflection BSDF for glossy reflections when roughness is 0.0 to reduce computational expense and some code cleanup Code cleanup includes: - Code style cleanup and removed unused code - Consolidated code in the bsdf_microfacet_multi_impl.h to reduce some computational expense commit a2dd0c5fafdabe1573299170fb3be98a3e46d17a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Oct 26 08:51:10 2016 +0200 Fixed glossy reflections and refractions for low roughness values and cleaned up the code. For low roughness values, the reflections had some strange behavior. commit 981737591231a1a5a1c85950950580b65d029505 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Oct 25 12:37:40 2016 +0200 Removed default values in setup functions and added extra functions for GGX with fresnel. commit bbc5d9d4527346a74155cf17be21fb02ee3e0779 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Oct 25 11:09:36 2016 +0200 Switched from uniform to cosine hemisphere sampling for the diffuse and the sheen part. commit d52d8f2813d64363713f11160a6c725d4cafbcfa Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 16:17:13 2016 +0200 Removed the color parameters from the diffuse and sheen shader and use them as closure weights instead. commit 8f3d92738532ad867a0a3543c00393626ab8f6ec Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 09:57:06 2016 +0200 Fixed the issue with artifacts when using anisotropy without linking the tangent input to a tangent node. commit d93f680db9acaaade0354b34857a3ccaf348557f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 09:14:51 2016 +0200 Added subsurface radius parameter to control the per color channel effection radius of the subsurface scattering. commit c708c3e53b323773fc852bdc239bc51e157dcaef Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 08:14:10 2016 +0200 Rearranged the inputs of the shader. commit dfbfff9c389074d3e5c1f49dd38a95e9b317eb1f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 09:27:05 2016 +0200 Put spaces in the parameter names of the shader node commit e5a748ced17c8f59e5e73309096adeea3ba95e04 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 08:51:20 2016 +0200 Removed code that isn't in use anymore commit 75992bebc128c8b44cab4f0d8855603787f57260 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 08:50:07 2016 +0200 Code style cleanup commit 4dfcf455f7769752044e051b399fb6a5dfcd0e22 Merge: 243a0e3 2cd6a89 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Oct 20 10:41:50 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 243a0e3eb80ef82704d5ea2657384c3a4b9fb497 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Oct 20 10:01:45 2016 +0200 Switching between OSL and SVM is more consistant now when using Disney BSDF. There were some minor differences in the OSL implementation, e.g. the refraction roughness was missing. commit 2a5ac509223c838285a00c4c12775567666e7154 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 09:17:57 2016 +0200 Fixed a bug that caused transparency to be always white when using OSL and selecting GGX as distribution of the Disney BSDF commit e1fa8623915407cea942a07fd0a106b04e113c09 Merge: d0530a8 7f76f6f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:59:32 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit d0530a8af0e076c0aca4c9a61b0a64cada45ac4d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:53:18 2016 +0200 Cleanup the Disney BSDF implementation and removing unneeded files. commit 3f4fc826bd9c1f47c694c0f6b2947daf5b524b1a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:36:07 2016 +0200 Unified the OSL implementation of the Disney clearcoat as a simple microfacet shader like it was previously done in SVM commit 4d3a0032ecea99031979f342bfd5f66ea5a8625a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Sep 26 12:35:36 2016 +0200 Enhanced performance for Disney materials without subsurface scattering commit 3cd5eb56cf5c9006837f111c8866e4c6e1c2a6fd Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 16 08:47:56 2016 +0200 Fixed a bug in the Disney BSDF that caused specular reflections to be too bright and diffuse is now reacting to the roughness again - A normalization for the fresnel was missing which caused the specular reflections to become too bright for the single-scatter GGX - The roughness value for the diffuse BSSRDF part has always been overwritten and thus always 0 - Also the performance for refractive materials with roughness=0.0 has been improved commit 7cb37d711938e5626651db21f20da50edd96abaf Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Sep 8 12:24:43 2016 +0200 Added selection field to the Disney BSDF node for switching between "Multiscatter GGX" and "GGX" In the "GGX" mode there is an additional parameter for changing the refraction roughness for materials with smooth surfaces and rough interns (e.g. honey). With the "Multiscatter GGX" this effect can't be produced at the moment and so here will be no separation of the two roughness values. commit cdd29d06bb86672ed0779eefb8eee95796b8f939 Merge: 02c315a b40d1c1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 6 15:59:05 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 02c315aeb0f0d7bb429d4396912e03dbb8a77340 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 6 15:16:09 2016 +0200 Implemented the OSL part of the Disney shader commit 5f880293aeeacf269032824248b46d613691a36c Merge: 630b80e b399a6d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 2 10:53:36 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 630b80e08b6acf83834bc95264af4ccdbbc5f82c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 2 10:52:13 2016 +0200 Fresnel in the microfacet multiscatter implementation improved commit 0d9f4d7acb2de65d1c98d425cea4bf364795c155 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Aug 26 11:11:05 2016 +0200 Fixed refraction roughness problem (refractions were always 100% rough) and set IOR of clearcoat to 1.5 commit 9eed34c7d980e1b998df457c4f76021162c80f78 Merge: ef29aae ae475e3 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Aug 16 15:22:32 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit ef29aaee1af8074e0228c480d962700e97ea5b36 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Aug 16 15:17:12 2016 +0200 Implemented the fresnel in the multi-scatter GGX for the Disney BSDF - The specular/metallic part uses the multi-scatter GGX - The fresnel of the metallic part is controlled by the specular value - The color of the reflection part when using transparency can be controlled by the specularTint value commit 88567af085ac94119b98c95246b6d6f63161bc01 Merge: cc267e5 285e082 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 15:05:09 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit cc267e52f20d036a66aeeff127ee1c856f7c651b Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 15:00:25 2016 +0200 Implemented the Disney clearcoat as a variation of the microfacet bsdf, removed the transparency roughness again and added an input for anisotropic rotations commit 81f6c06b1f53180bf32a5c11ac1fa64e2b6abf52 Merge: ece5a08 7065022 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 11:42:02 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit ece5a08e0d6e51a83c223ea87346134216e5b34e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 16:29:21 2016 +0200 Base color now applied again to the refraction of transparent Disney materials commit e3aff6849e06853c56da7bd610210dcab70e6070 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 16:05:19 2016 +0200 Added subsurface color parameter to the Disney shader commit b3ca6d8a2f4f866b323fc2df0a3beff577218c27 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 12:30:25 2016 +0200 Improvement of the SSS in the Disney shader * Now the bump normal is correctly used for the SSS. * SSS in Disney uses the Disney diffuse shader commit d68729300ee557e90a8e7e4be6eb8ef98db80fe2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 12:23:13 2016 +0200 Better calculation of the Disney diffuse part Now the values for NdotL und NdotV are clamped to 0.0f for a better look when using normal maps commit cb6e500b12e7bce884d3db19ee138c975c215f2d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:26:42 2016 +0200 Now one can disable specular reflactions again by setting specular and metallic to 0 (cracked this in the previous commit) commit bfb9cb11b548103369de2a46ce18b4ddf661362c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:11:07 2016 +0200 fixed the Disney SSS and cleaned the initialization of the Disney shaders commit 642c0fdad12548c1a2ccbf595bae3a995d3022f7 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:09:55 2016 +0200 fixed an error that was caused by the missing LABEL_REFLECT in the Disney diffuse shader commit c10b484dcad3412c34455736e9656cd38716bcb0 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Fri Jul 22 01:15:21 2016 +0200 Rollback attempt to fix sss crashing, it prevented crash by disabling sss completely, thus useless commit 462bba3f97fcc41834e0e20cc806a7958e5106f5 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Thu Jul 21 23:11:59 2016 +0200 Add an undef for sc_next for safety commit 32d348577d69be251aa04110c5f6156cd2645f48 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Thu Jul 21 00:15:48 2016 +0200 Attempt to fix Disney SSS commit dbad91ca6d46f5a4a6f2ba7ed4c811ffa723942f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Jul 20 11:13:00 2016 +0200 Added a roughness parameter for refractions (for scattering of the rays within an object) With this, one can create a translucent material with a smooth surface and with a milky look. The final refraction roughness has to be calculated using the surface roughness and the refraction roughness because those two are correlated for refractions. If a ray hits a rough surface of a translucent material, it is scattered while entering the surface. Then it is scattered further within the object. The calculation I'm using is the following: RefrRoughnessFinal = 1.0 - (1.0 - Roughness) * (1.0 - RefrRoughness) commit 50ea5e3e34394a727e3cceb6203adb48834a9ab7 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jun 7 10:24:50 2016 +0200 Disney BSDF is now supporting CUDA commit 10974cc826a4bfa8fb3ef59177abf0b0dc441065 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 31 11:18:07 2016 +0200 Added parameters IOR and Transparency for refractions With this, the Disney BRDF/BSSRDF is extended by the BTDF part. commit 218202c0905a4ec93ee19850360d1a39966d2c25 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 15:08:18 2016 +0200 Added an additional normal for the clearcoat With this normal one can simulate a thin layer of clearcoat by applying a smoother normal map than the original to this input commit dd139ead7e04aa87a894ccf3732cfce711258ff1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 12:40:56 2016 +0200 Switched to the improved subsurface scattering from Christensen and Burley commit 11160fa4e1c32230119d4506e7e9fd3da2ab37f2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 10:16:30 2016 +0200 Added Disney Sheen shader as a preparation to get to a BSSRDF commit cee4fe0cc94515ee60d4afa4d4e10c41003f1579 Merge: 4f955d0 6b5bab6 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 09:08:09 2016 +0200 Merge branch 'cycles_disney_brdf' of git.blender.org:blender into cycles_disney_brdf Conflicts: intern/cycles/kernel/closure/bsdf_disney_clearcoat.h intern/cycles/kernel/closure/bsdf_disney_diffuse.h intern/cycles/kernel/closure/bsdf_disney_specular.h intern/cycles/kernel/closure/bsdf_util.h intern/cycles/kernel/osl/CMakeLists.txt intern/cycles/kernel/osl/bsdf_disney_clearcoat.cpp intern/cycles/kernel/osl/bsdf_disney_diffuse.cpp intern/cycles/kernel/osl/bsdf_disney_specular.cpp intern/cycles/kernel/osl/osl_closures.h intern/cycles/kernel/shaders/node_disney_bsdf.osl intern/cycles/render/nodes.cpp intern/cycles/render/nodes.h commit 4f955d052358206209454decf2c3539e6a21b42f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 24 16:38:23 2016 +0200 SVM and OSL are both working for the simple version of the Disney BRDF commit 1f5c41874b01ad297eb8a6bad9985296c6c0a6e1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 24 09:58:50 2016 +0200 Disney node can be used without SVM and started to cleanup the OSL implementation There is still some wrong behavior for SVM for the Schlick Fresnel part at the specular and clearcoat commit d4b814e9304ebb44cc7c291cd83f7b7cdebcd152 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:22:29 2016 +0200 Switched from a parameter struct for Disney parameters to ShaderClosure params commit b86a1f5ba5019c7818153cb70b49f5f7a0bc52a0 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:19:57 2016 +0200 Added additional variables for storing parameters in the ShaderClosure struct commit 585b88623695fa07dfca9c9909d6d9184c3519c8 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 12:03:17 2016 +0200 added output parameter to the DisneyBsdfNode That has been forgotten after removing the inheritance of BsdfNode commit f91a28639884cbda7804715b910d64abba0718ef Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 10:40:48 2016 +0200 removed BsdfNode class inheritance for DisneyBsdfNode That's due to a naming difference. The Disney BSDF uses the name 'Base Color' while the BsdfNode had a 'Color' input. That caused a text message to be printed while rendering. commit 30da91c9c51d8cbc6a7564c7aaa61c9efe2ab654 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 16:08:10 2016 +0200 disney implementation cleaned commit 30d41da0f0352fad29375a395ffcb9cb7891eeb1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 13:23:07 2016 +0200 added the disney brdf as a shader node commit 1f099fce249cb35e949cc629f7cca2167fca881a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 3 16:54:49 2016 +0200 added clearcoat implementation commit 00a1378b98e435e9cdbfbac86eb974c19b2a8151 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Apr 29 22:56:49 2016 +0200 disney diffuse und specular implemented commit 6baa7a7eb787638661cddad0c4e7f78bd3a8fa5c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 15:21:32 2016 +0200 disney diffuse is working correctly commit d8fa169bf3caf71c40a124101b33dee6c510188e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 08:41:53 2016 +0200 added vessel for disney diffuse shader commit 6b5bab6cecde153122625cf8dc10e4209ed1eb0f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:22:29 2016 +0200 Switched from a parameter struct for Disney parameters to ShaderClosure params commit f6499c2676e074a36033627ffc7540107777630d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:19:57 2016 +0200 Added additional variables for storing parameters in the ShaderClosure struct commit 7100640b65c2ff5447a18c01fc4e93594b4f486a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 12:03:17 2016 +0200 added output parameter to the DisneyBsdfNode That has been forgotten after removing the inheritance of BsdfNode commit 419ee5441100a906b4b3fd8373cb768a71bfdfe6 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 10:40:48 2016 +0200 removed BsdfNode class inheritance for DisneyBsdfNode That's due to a naming difference. The Disney BSDF uses the name 'Base Color' while the BsdfNode had a 'Color' input. That caused a text message to be printed while rendering. commit 6006f91e8730f78df5874f808690d3908db103ab Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 16:08:10 2016 +0200 disney implementation cleaned commit 0ed08959141fc7c5f8c6e37c6552ecb9fcc5749c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 13:23:07 2016 +0200 added the disney brdf as a shader node commit 0630b742d71c658915575a4a71a325094a0fc313 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 3 16:54:49 2016 +0200 added clearcoat implementation commit 9f3d39744b85619750c79c901f678b8c07fe0ee2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Apr 29 22:56:49 2016 +0200 disney diffuse und specular implemented commit 9b262063767d6b05a617891c967d887d21bfb177 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 15:21:32 2016 +0200 disney diffuse is working correctly commit 4711a3927dfcadaa1c36de0ba78fc304fac1dc8a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 08:41:53 2016 +0200 added vessel for disney diffuse shader Differential Revision: https://developer.blender.org/D2313
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node = principled;
}
else if (b_node.is_a(&RNA_ShaderNodeBsdfTranslucent)) {
node = graph->create_node<TranslucentBsdfNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeBsdfTransparent)) {
node = graph->create_node<TransparentBsdfNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeBsdfVelvet)) {
node = graph->create_node<VelvetBsdfNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeEmission)) {
node = graph->create_node<EmissionNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeAmbientOcclusion)) {
BL::ShaderNodeAmbientOcclusion b_ao_node(b_node);
AmbientOcclusionNode *ao = graph->create_node<AmbientOcclusionNode>();
ao->set_samples(b_ao_node.samples());
ao->set_inside(b_ao_node.inside());
ao->set_only_local(b_ao_node.only_local());
node = ao;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeVolumeScatter)) {
node = graph->create_node<ScatterVolumeNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeVolumeAbsorption)) {
node = graph->create_node<AbsorptionVolumeNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeVolumePrincipled)) {
PrincipledVolumeNode *principled = graph->create_node<PrincipledVolumeNode>();
node = principled;
}
else if (b_node.is_a(&RNA_ShaderNodeNewGeometry)) {
node = graph->create_node<GeometryNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeWireframe)) {
BL::ShaderNodeWireframe b_wireframe_node(b_node);
WireframeNode *wire = graph->create_node<WireframeNode>();
wire->set_use_pixel_size(b_wireframe_node.use_pixel_size());
node = wire;
}
else if (b_node.is_a(&RNA_ShaderNodeWavelength)) {
node = graph->create_node<WavelengthNode>();
}
else if (b_node.is_a(&RNA_ShaderNodeBlackbody)) {
node = graph->create_node<BlackbodyNode>();
}
else if (b_node.is_a(&RNA_ShaderNodeLightPath)) {
node = graph->create_node<LightPathNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeLightFalloff)) {
node = graph->create_node<LightFalloffNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeObjectInfo)) {
node = graph->create_node<ObjectInfoNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeParticleInfo)) {
node = graph->create_node<ParticleInfoNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeHairInfo)) {
node = graph->create_node<HairInfoNode>();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeVolumeInfo)) {
node = graph->create_node<VolumeInfoNode>();
}
else if (b_node.is_a(&RNA_ShaderNodeVertexColor)) {
BL::ShaderNodeVertexColor b_vertex_color_node(b_node);
VertexColorNode *vertex_color_node = graph->create_node<VertexColorNode>();
vertex_color_node->set_layer_name(ustring(b_vertex_color_node.layer_name()));
node = vertex_color_node;
}
else if (b_node.is_a(&RNA_ShaderNodeBump)) {
BL::ShaderNodeBump b_bump_node(b_node);
BumpNode *bump = graph->create_node<BumpNode>();
bump->set_invert(b_bump_node.invert());
node = bump;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeScript)) {
#ifdef WITH_OSL
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
if (scene->shader_manager->use_osl()) {
/* create script node */
BL::ShaderNodeScript b_script_node(b_node);
ShaderManager *manager = scene->shader_manager;
string bytecode_hash = b_script_node.bytecode_hash();
if (!bytecode_hash.empty()) {
node = OSLShaderManager::osl_node(
graph, manager, "", bytecode_hash, b_script_node.bytecode());
}
else {
string absolute_filepath = blender_absolute_path(
b_data, b_ntree, b_script_node.filepath());
node = OSLShaderManager::osl_node(graph, manager, absolute_filepath, "");
}
}
#else
(void)b_data;
(void)b_ntree;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
#endif
}
else if (b_node.is_a(&RNA_ShaderNodeTexImage)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeTexImage b_image_node(b_node);
BL::Image b_image(b_image_node.image());
BL::ImageUser b_image_user(b_image_node.image_user());
ImageTextureNode *image = graph->create_node<ImageTextureNode>();
image->set_interpolation(get_image_interpolation(b_image_node));
image->set_extension(get_image_extension(b_image_node));
image->set_projection((NodeImageProjection)b_image_node.projection());
image->set_projection_blend(b_image_node.projection_blend());
BL::TexMapping b_texture_mapping(b_image_node.texture_mapping());
get_tex_mapping(image, b_texture_mapping);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
if (b_image) {
PointerRNA colorspace_ptr = b_image.colorspace_settings().ptr;
image->set_colorspace(ustring(get_enum_identifier(colorspace_ptr, "name")));
image->set_animated(b_image_node.image_user().use_auto_refresh());
image->set_alpha_type(get_image_alpha_type(b_image));
array<int> tiles;
BL::Image::tiles_iterator b_iter;
for (b_image.tiles.begin(b_iter); b_iter != b_image.tiles.end(); ++b_iter) {
tiles.push_back_slow(b_iter->number());
}
image->set_tiles(tiles);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
/* builtin images will use callback-based reading because
* they could only be loaded correct from blender side
*/
bool is_builtin = b_image.packed_file() || b_image.source() == BL::Image::source_GENERATED ||
Cycles: Experiment with making previews more interactive There were two major problems with the interactivity of material previews: - Beckmann tables were re-generated on every material tweak. This is because preview scene is not set to be persistent, so re-triggering the render leads to the full scene re-sync. - Images could take rather noticeable time to load with OIIO from the disk on every tweak. This patch addressed this two issues in the following way: - Beckmann tables are now static on CPU memory. They're couple of hundred kilobytes only, so wouldn't expect this to be an issue. And they're needed for almost every render anyway. This actually also makes blackbody table to be static, but it's even smaller than beckmann table. Not totally happy with this approach, but others seems to complicate things quite a bit with all this render engine life time and so.. - For preview rendering all images are considered to be built-in. This means instead of OIIO which re-loads images on every re-render they're coming from ImBuf cache which is fully manageable from blender side and unused images gets freed later. This would make it impossible to have mipmapping with OSL for now, but we'll be working on that later anyway and don't think mipmaps are really so crucial for the material preview. This seems to be a better alternative to making preview scene persistent, because of much optimal memory control from blender side. Reviewers: brecht, juicyfruit, campbellbarton, dingto Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
b_image.source() == BL::Image::source_MOVIE ||
(b_engine.is_preview() && b_image.source() != BL::Image::source_SEQUENCE);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
if (is_builtin) {
/* for builtin images we're using image datablock name to find an image to
* read pixels from later
*
* also store frame number as well, so there's no differences in handling
* builtin names for packed images and movies
Packed and generated images support for Cycles This commit adds support of packed and generated images for Cycles when using SVM backend. Movies are still not supported. This changes also doesn't touch OSL which is much less trivial to adopt for any images which are not saved to disk. Implementation details: - When adding images to Image Manager is now possible to mark image as builtin. Builtin images will bypass OIIO loader and will use special loading callbacks. - Callbacks are set by Blender Session and they're using C++ RNA interface to obtain needed data (pixels, dimensions, is_float flag). - Image Manager assumes file path is used as reference to a builtin images, but in fact currently image datablock name is used for reference. This makes it easy to find an image in BlendData database. - Added some extra properties to Image RNA: * channels, which denotes actual number of channels in ImBuf. This is needed to treat image's pixels correct (before it wasn't possible because API used internal number of channels for pixels which is in fact doesn't correlate with image depth) * is_float, which is truth if image is stored in float buffer of ImBuf. - Implemented string lookup for C++ RNA collections for cases there's no manual lookup function. OSL is not supported because it used own image loading and filtering routines and there's seems to be no API to feed pre-loaded pixels directly to the library. Think we'll either need to add some API to support such kind of feeding or consider OSL does not have support of packed images at all. Movies are not supported at this moment because of lack of RNA API to load specified frame. It's not difficult to solve, just need to consider what to best here: * Either write some general python interface for ImBuf and use it via C++ API, or * Write a PY API function which will return pixels for given frame, or * Use bad-level BKE_* call Anyway, small steps, further improvements later. Reviewed by Brecht, thanks!
2013-01-12 10:59:13 +00:00
*/
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
int scene_frame = b_scene.frame_current();
int image_frame = image_user_frame_number(b_image_user, b_image, scene_frame);
image->handle = scene->image_manager->add_image(
new BlenderImageLoader(b_image, image_frame), image->image_params());
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
else {
ustring filename = ustring(
image_user_file_path(b_image_user, b_image, b_scene.frame_current(), true));
image->set_filename(filename);
Add support for tiled images and the UDIM naming scheme This patch contains the work that I did during my week at the Code Quest - adding support for tiled images to Blender. With this patch, images now contain a list of tiles. By default, this just contains one tile, but if the source type is set to Tiled, the user can add additional tiles. When acquiring an ImBuf, the tile to be loaded is specified in the ImageUser. Therefore, code that is not yet aware of tiles will just access the default tile as usual. The filenames of the additional tiles are derived from the original filename according to the UDIM naming scheme - the filename contains an index that is calculated as (1001 + 10*<y coordinate of the tile> + <x coordinate of the tile>), where the x coordinate never goes above 9. Internally, the various tiles are stored in a cache just like sequences. When acquired for the first time, the code will try to load the corresponding file from disk. Alternatively, a new operator can be used to initialize the tile similar to the New Image operator. The following features are supported so far: - Automatic detection and loading of all tiles when opening the first tile (1001) - Saving all tiles - Adding and removing tiles - Filling tiles with generated images - Drawing all tiles in the Image Editor - Viewing a tiled grid even if no image is selected - Rendering tiled images in Eevee - Rendering tiled images in Cycles (in SVM mode) - Automatically skipping loading of unused tiles in Cycles - 2D texture painting (also across tiles) - 3D texture painting (also across tiles, only limitation: individual faces can not cross tile borders) - Assigning custom labels to individual tiles (drawn in the Image Editor instead of the ID) - Different resolutions between tiles There still are some missing features that will be added later (see T72390): - Workbench engine support - Packing/Unpacking support - Baking support - Cycles OSL support - many other Blender features that rely on images Thanks to Brecht for the review and to all who tested the intermediate versions! Differential Revision: https://developer.blender.org/D3509
2019-12-12 16:06:08 +01:00
}
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = image;
}
else if (b_node.is_a(&RNA_ShaderNodeTexEnvironment)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeTexEnvironment b_env_node(b_node);
BL::Image b_image(b_env_node.image());
BL::ImageUser b_image_user(b_env_node.image_user());
EnvironmentTextureNode *env = graph->create_node<EnvironmentTextureNode>();
env->set_interpolation(get_image_interpolation(b_env_node));
env->set_projection((NodeEnvironmentProjection)b_env_node.projection());
BL::TexMapping b_texture_mapping(b_env_node.texture_mapping());
get_tex_mapping(env, b_texture_mapping);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
if (b_image) {
PointerRNA colorspace_ptr = b_image.colorspace_settings().ptr;
env->set_colorspace(ustring(get_enum_identifier(colorspace_ptr, "name")));
env->set_animated(b_env_node.image_user().use_auto_refresh());
env->set_alpha_type(get_image_alpha_type(b_image));
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
bool is_builtin = b_image.packed_file() || b_image.source() == BL::Image::source_GENERATED ||
Cycles: Experiment with making previews more interactive There were two major problems with the interactivity of material previews: - Beckmann tables were re-generated on every material tweak. This is because preview scene is not set to be persistent, so re-triggering the render leads to the full scene re-sync. - Images could take rather noticeable time to load with OIIO from the disk on every tweak. This patch addressed this two issues in the following way: - Beckmann tables are now static on CPU memory. They're couple of hundred kilobytes only, so wouldn't expect this to be an issue. And they're needed for almost every render anyway. This actually also makes blackbody table to be static, but it's even smaller than beckmann table. Not totally happy with this approach, but others seems to complicate things quite a bit with all this render engine life time and so.. - For preview rendering all images are considered to be built-in. This means instead of OIIO which re-loads images on every re-render they're coming from ImBuf cache which is fully manageable from blender side and unused images gets freed later. This would make it impossible to have mipmapping with OSL for now, but we'll be working on that later anyway and don't think mipmaps are really so crucial for the material preview. This seems to be a better alternative to making preview scene persistent, because of much optimal memory control from blender side. Reviewers: brecht, juicyfruit, campbellbarton, dingto Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
b_image.source() == BL::Image::source_MOVIE ||
(b_engine.is_preview() && b_image.source() != BL::Image::source_SEQUENCE);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
if (is_builtin) {
int scene_frame = b_scene.frame_current();
int image_frame = image_user_frame_number(b_image_user, b_image, scene_frame);
env->handle = scene->image_manager->add_image(new BlenderImageLoader(b_image, image_frame),
env->image_params());
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else {
env->set_filename(
ustring(image_user_file_path(b_image_user, b_image, b_scene.frame_current(), false)));
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = env;
}
else if (b_node.is_a(&RNA_ShaderNodeTexGradient)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeTexGradient b_gradient_node(b_node);
GradientTextureNode *gradient = graph->create_node<GradientTextureNode>();
gradient->set_gradient_type((NodeGradientType)b_gradient_node.gradient_type());
BL::TexMapping b_texture_mapping(b_gradient_node.texture_mapping());
get_tex_mapping(gradient, b_texture_mapping);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = gradient;
}
else if (b_node.is_a(&RNA_ShaderNodeTexVoronoi)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeTexVoronoi b_voronoi_node(b_node);
VoronoiTextureNode *voronoi = graph->create_node<VoronoiTextureNode>();
voronoi->set_dimensions(b_voronoi_node.voronoi_dimensions());
voronoi->set_feature((NodeVoronoiFeature)b_voronoi_node.feature());
voronoi->set_metric((NodeVoronoiDistanceMetric)b_voronoi_node.distance());
BL::TexMapping b_texture_mapping(b_voronoi_node.texture_mapping());
get_tex_mapping(voronoi, b_texture_mapping);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = voronoi;
}
else if (b_node.is_a(&RNA_ShaderNodeTexMagic)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeTexMagic b_magic_node(b_node);
MagicTextureNode *magic = graph->create_node<MagicTextureNode>();
magic->set_depth(b_magic_node.turbulence_depth());
BL::TexMapping b_texture_mapping(b_magic_node.texture_mapping());
get_tex_mapping(magic, b_texture_mapping);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = magic;
}
else if (b_node.is_a(&RNA_ShaderNodeTexWave)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeTexWave b_wave_node(b_node);
WaveTextureNode *wave = graph->create_node<WaveTextureNode>();
wave->set_wave_type((NodeWaveType)b_wave_node.wave_type());
wave->set_bands_direction((NodeWaveBandsDirection)b_wave_node.bands_direction());
wave->set_rings_direction((NodeWaveRingsDirection)b_wave_node.rings_direction());
wave->set_profile((NodeWaveProfile)b_wave_node.wave_profile());
BL::TexMapping b_texture_mapping(b_wave_node.texture_mapping());
get_tex_mapping(wave, b_texture_mapping);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = wave;
}
else if (b_node.is_a(&RNA_ShaderNodeTexChecker)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeTexChecker b_checker_node(b_node);
CheckerTextureNode *checker = graph->create_node<CheckerTextureNode>();
BL::TexMapping b_texture_mapping(b_checker_node.texture_mapping());
get_tex_mapping(checker, b_texture_mapping);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = checker;
}
else if (b_node.is_a(&RNA_ShaderNodeTexBrick)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeTexBrick b_brick_node(b_node);
BrickTextureNode *brick = graph->create_node<BrickTextureNode>();
brick->set_offset(b_brick_node.offset());
brick->set_offset_frequency(b_brick_node.offset_frequency());
brick->set_squash(b_brick_node.squash());
brick->set_squash_frequency(b_brick_node.squash_frequency());
BL::TexMapping b_texture_mapping(b_brick_node.texture_mapping());
get_tex_mapping(brick, b_texture_mapping);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = brick;
}
else if (b_node.is_a(&RNA_ShaderNodeTexNoise)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeTexNoise b_noise_node(b_node);
NoiseTextureNode *noise = graph->create_node<NoiseTextureNode>();
noise->set_dimensions(b_noise_node.noise_dimensions());
BL::TexMapping b_texture_mapping(b_noise_node.texture_mapping());
get_tex_mapping(noise, b_texture_mapping);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = noise;
}
else if (b_node.is_a(&RNA_ShaderNodeTexMusgrave)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeTexMusgrave b_musgrave_node(b_node);
MusgraveTextureNode *musgrave_node = graph->create_node<MusgraveTextureNode>();
musgrave_node->set_musgrave_type((NodeMusgraveType)b_musgrave_node.musgrave_type());
musgrave_node->set_dimensions(b_musgrave_node.musgrave_dimensions());
BL::TexMapping b_texture_mapping(b_musgrave_node.texture_mapping());
get_tex_mapping(musgrave_node, b_texture_mapping);
node = musgrave_node;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
else if (b_node.is_a(&RNA_ShaderNodeTexCoord)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeTexCoord b_tex_coord_node(b_node);
TextureCoordinateNode *tex_coord = graph->create_node<TextureCoordinateNode>();
tex_coord->set_from_dupli(b_tex_coord_node.from_instancer());
if (b_tex_coord_node.object()) {
tex_coord->set_use_transform(true);
tex_coord->set_ob_tfm(get_transform(b_tex_coord_node.object().matrix_world()));
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = tex_coord;
}
else if (b_node.is_a(&RNA_ShaderNodeTexSky)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeTexSky b_sky_node(b_node);
SkyTextureNode *sky = graph->create_node<SkyTextureNode>();
sky->set_sky_type((NodeSkyType)b_sky_node.sky_type());
sky->set_sun_direction(normalize(get_float3(b_sky_node.sun_direction())));
sky->set_turbidity(b_sky_node.turbidity());
sky->set_ground_albedo(b_sky_node.ground_albedo());
sky->set_sun_disc(b_sky_node.sun_disc());
sky->set_sun_size(b_sky_node.sun_size());
sky->set_sun_intensity(b_sky_node.sun_intensity());
sky->set_sun_elevation(b_sky_node.sun_elevation());
sky->set_sun_rotation(b_sky_node.sun_rotation());
sky->set_altitude(1000.0f * b_sky_node.altitude());
sky->set_air_density(b_sky_node.air_density());
sky->set_dust_density(b_sky_node.dust_density());
sky->set_ozone_density(b_sky_node.ozone_density());
BL::TexMapping b_texture_mapping(b_sky_node.texture_mapping());
get_tex_mapping(sky, b_texture_mapping);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = sky;
}
Cycles: Add Support for IES files as textures for light strength This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources. The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp. Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried. Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file. The user interface of the node is similar to the script node, the user can either select an internal Text or load a file. Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot. The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light, rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport. Reviewers: #cycles, dingto, sergey, brecht Reviewed By: #cycles, dingto, brecht Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey Differential Revision: https://developer.blender.org/D1543
2018-05-27 00:46:37 +02:00
else if (b_node.is_a(&RNA_ShaderNodeTexIES)) {
BL::ShaderNodeTexIES b_ies_node(b_node);
IESLightNode *ies = graph->create_node<IESLightNode>();
Cycles: Add Support for IES files as textures for light strength This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources. The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp. Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried. Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file. The user interface of the node is similar to the script node, the user can either select an internal Text or load a file. Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot. The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light, rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport. Reviewers: #cycles, dingto, sergey, brecht Reviewed By: #cycles, dingto, brecht Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey Differential Revision: https://developer.blender.org/D1543
2018-05-27 00:46:37 +02:00
switch (b_ies_node.mode()) {
case BL::ShaderNodeTexIES::mode_EXTERNAL:
ies->set_filename(ustring(blender_absolute_path(b_data, b_ntree, b_ies_node.filepath())));
Cycles: Add Support for IES files as textures for light strength This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources. The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp. Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried. Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file. The user interface of the node is similar to the script node, the user can either select an internal Text or load a file. Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot. The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light, rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport. Reviewers: #cycles, dingto, sergey, brecht Reviewed By: #cycles, dingto, brecht Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey Differential Revision: https://developer.blender.org/D1543
2018-05-27 00:46:37 +02:00
break;
case BL::ShaderNodeTexIES::mode_INTERNAL:
ustring ies_content = ustring(get_text_datablock_content(b_ies_node.ies().ptr));
if (ies_content.empty()) {
ies_content = "\n";
}
ies->set_ies(ies_content);
Cycles: Add Support for IES files as textures for light strength This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources. The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp. Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried. Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file. The user interface of the node is similar to the script node, the user can either select an internal Text or load a file. Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot. The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light, rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport. Reviewers: #cycles, dingto, sergey, brecht Reviewed By: #cycles, dingto, brecht Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey Differential Revision: https://developer.blender.org/D1543
2018-05-27 00:46:37 +02:00
break;
}
node = ies;
}
else if (b_node.is_a(&RNA_ShaderNodeTexWhiteNoise)) {
BL::ShaderNodeTexWhiteNoise b_tex_white_noise_node(b_node);
WhiteNoiseTextureNode *white_noise_node = graph->create_node<WhiteNoiseTextureNode>();
white_noise_node->set_dimensions(b_tex_white_noise_node.noise_dimensions());
node = white_noise_node;
}
else if (b_node.is_a(&RNA_ShaderNodeNormalMap)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeNormalMap b_normal_map_node(b_node);
NormalMapNode *nmap = graph->create_node<NormalMapNode>();
nmap->set_space((NodeNormalMapSpace)b_normal_map_node.space());
nmap->set_attribute(ustring(b_normal_map_node.uv_map()));
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = nmap;
}
else if (b_node.is_a(&RNA_ShaderNodeTangent)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::ShaderNodeTangent b_tangent_node(b_node);
TangentNode *tangent = graph->create_node<TangentNode>();
tangent->set_direction_type((NodeTangentDirectionType)b_tangent_node.direction_type());
tangent->set_axis((NodeTangentAxis)b_tangent_node.axis());
tangent->set_attribute(ustring(b_tangent_node.uv_map()));
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
node = tangent;
}
else if (b_node.is_a(&RNA_ShaderNodeUVMap)) {
BL::ShaderNodeUVMap b_uvmap_node(b_node);
UVMapNode *uvm = graph->create_node<UVMapNode>();
uvm->set_attribute(ustring(b_uvmap_node.uv_map()));
uvm->set_from_dupli(b_uvmap_node.from_instancer());
node = uvm;
}
else if (b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
PointDensityTextureNode *point_density = graph->create_node<PointDensityTextureNode>();
point_density->set_space((NodeTexVoxelSpace)b_point_density_node.space());
point_density->set_interpolation(get_image_interpolation(b_point_density_node));
point_density->handle = scene->image_manager->add_image(
new BlenderPointDensityLoader(b_depsgraph, b_point_density_node),
point_density->image_params());
b_point_density_node.cache_point_density(b_depsgraph);
node = point_density;
/* Transformation form world space to texture space.
*
* NOTE: Do this after the texture is cached, this is because getting
* min/max will need to access this cache.
*/
BL::Object b_ob(b_point_density_node.object());
if (b_ob) {
float3 loc, size;
point_density_texture_space(b_depsgraph, b_point_density_node, loc, size);
point_density->set_tfm(transform_translate(-loc) * transform_scale(size) *
transform_inverse(get_transform(b_ob.matrix_world())));
}
}
else if (b_node.is_a(&RNA_ShaderNodeBevel)) {
BL::ShaderNodeBevel b_bevel_node(b_node);
BevelNode *bevel = graph->create_node<BevelNode>();
bevel->set_samples(b_bevel_node.samples());
node = bevel;
}
else if (b_node.is_a(&RNA_ShaderNodeDisplacement)) {
BL::ShaderNodeDisplacement b_disp_node(b_node);
DisplacementNode *disp = graph->create_node<DisplacementNode>();
disp->set_space((NodeNormalMapSpace)b_disp_node.space());
node = disp;
}
else if (b_node.is_a(&RNA_ShaderNodeVectorDisplacement)) {
BL::ShaderNodeVectorDisplacement b_disp_node(b_node);
VectorDisplacementNode *disp = graph->create_node<VectorDisplacementNode>();
disp->set_space((NodeNormalMapSpace)b_disp_node.space());
disp->set_attribute(ustring(""));
node = disp;
}
else if (b_node.is_a(&RNA_ShaderNodeOutputAOV)) {
BL::ShaderNodeOutputAOV b_aov_node(b_node);
OutputAOVNode *aov = graph->create_node<OutputAOVNode>();
aov->set_name(ustring(b_aov_node.name()));
node = aov;
}
if (node) {
node->name = b_node.name();
graph->add(node);
}
return node;
}
static bool node_use_modified_socket_name(ShaderNode *node)
{
if (node->special_type == SHADER_SPECIAL_TYPE_OSL)
return false;
2014-09-19 12:57:09 +02:00
return true;
}
static ShaderInput *node_find_input_by_name(ShaderNode *node,
BL::Node &b_node,
BL::NodeSocket &b_socket)
{
string name = b_socket.name();
if (node_use_modified_socket_name(node)) {
BL::Node::inputs_iterator b_input;
bool found = false;
int counter = 0, total = 0;
2014-09-19 12:57:09 +02:00
for (b_node.inputs.begin(b_input); b_input != b_node.inputs.end(); ++b_input) {
if (b_input->name() == name) {
if (!found)
counter++;
total++;
}
2014-09-19 12:57:09 +02:00
if (b_input->ptr.data == b_socket.ptr.data)
found = true;
}
2014-09-19 12:57:09 +02:00
/* rename if needed */
if (name == "Shader")
name = "Closure";
2014-09-19 12:57:09 +02:00
if (total > 1)
name = string_printf("%s%d", name.c_str(), counter);
}
2014-09-19 12:57:09 +02:00
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
return node->input(name.c_str());
}
static ShaderOutput *node_find_output_by_name(ShaderNode *node,
BL::Node &b_node,
BL::NodeSocket &b_socket)
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
{
string name = b_socket.name();
2014-09-19 12:57:09 +02:00
if (node_use_modified_socket_name(node)) {
BL::Node::outputs_iterator b_output;
bool found = false;
int counter = 0, total = 0;
2014-09-19 12:57:09 +02:00
for (b_node.outputs.begin(b_output); b_output != b_node.outputs.end(); ++b_output) {
if (b_output->name() == name) {
if (!found)
counter++;
total++;
}
2014-09-19 12:57:09 +02:00
if (b_output->ptr.data == b_socket.ptr.data)
found = true;
}
2014-09-19 12:57:09 +02:00
/* rename if needed */
if (name == "Shader")
name = "Closure";
2014-09-19 12:57:09 +02:00
if (total > 1)
name = string_printf("%s%d", name.c_str(), counter);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
2014-09-19 12:57:09 +02:00
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
return node->output(name.c_str());
}
Cycles: Experiment with making previews more interactive There were two major problems with the interactivity of material previews: - Beckmann tables were re-generated on every material tweak. This is because preview scene is not set to be persistent, so re-triggering the render leads to the full scene re-sync. - Images could take rather noticeable time to load with OIIO from the disk on every tweak. This patch addressed this two issues in the following way: - Beckmann tables are now static on CPU memory. They're couple of hundred kilobytes only, so wouldn't expect this to be an issue. And they're needed for almost every render anyway. This actually also makes blackbody table to be static, but it's even smaller than beckmann table. Not totally happy with this approach, but others seems to complicate things quite a bit with all this render engine life time and so.. - For preview rendering all images are considered to be built-in. This means instead of OIIO which re-loads images on every re-render they're coming from ImBuf cache which is fully manageable from blender side and unused images gets freed later. This would make it impossible to have mipmapping with OSL for now, but we'll be working on that later anyway and don't think mipmaps are really so crucial for the material preview. This seems to be a better alternative to making preview scene persistent, because of much optimal memory control from blender side. Reviewers: brecht, juicyfruit, campbellbarton, dingto Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
static void add_nodes(Scene *scene,
BL::RenderEngine &b_engine,
BL::BlendData &b_data,
BL::Depsgraph &b_depsgraph,
BL::Scene &b_scene,
Cycles: Experiment with making previews more interactive There were two major problems with the interactivity of material previews: - Beckmann tables were re-generated on every material tweak. This is because preview scene is not set to be persistent, so re-triggering the render leads to the full scene re-sync. - Images could take rather noticeable time to load with OIIO from the disk on every tweak. This patch addressed this two issues in the following way: - Beckmann tables are now static on CPU memory. They're couple of hundred kilobytes only, so wouldn't expect this to be an issue. And they're needed for almost every render anyway. This actually also makes blackbody table to be static, but it's even smaller than beckmann table. Not totally happy with this approach, but others seems to complicate things quite a bit with all this render engine life time and so.. - For preview rendering all images are considered to be built-in. This means instead of OIIO which re-loads images on every re-render they're coming from ImBuf cache which is fully manageable from blender side and unused images gets freed later. This would make it impossible to have mipmapping with OSL for now, but we'll be working on that later anyway and don't think mipmaps are really so crucial for the material preview. This seems to be a better alternative to making preview scene persistent, because of much optimal memory control from blender side. Reviewers: brecht, juicyfruit, campbellbarton, dingto Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
ShaderGraph *graph,
BL::ShaderNodeTree &b_ntree,
Cycles: Experiment with making previews more interactive There were two major problems with the interactivity of material previews: - Beckmann tables were re-generated on every material tweak. This is because preview scene is not set to be persistent, so re-triggering the render leads to the full scene re-sync. - Images could take rather noticeable time to load with OIIO from the disk on every tweak. This patch addressed this two issues in the following way: - Beckmann tables are now static on CPU memory. They're couple of hundred kilobytes only, so wouldn't expect this to be an issue. And they're needed for almost every render anyway. This actually also makes blackbody table to be static, but it's even smaller than beckmann table. Not totally happy with this approach, but others seems to complicate things quite a bit with all this render engine life time and so.. - For preview rendering all images are considered to be built-in. This means instead of OIIO which re-loads images on every re-render they're coming from ImBuf cache which is fully manageable from blender side and unused images gets freed later. This would make it impossible to have mipmapping with OSL for now, but we'll be working on that later anyway and don't think mipmaps are really so crucial for the material preview. This seems to be a better alternative to making preview scene persistent, because of much optimal memory control from blender side. Reviewers: brecht, juicyfruit, campbellbarton, dingto Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
const ProxyMap &proxy_input_map,
const ProxyMap &proxy_output_map)
{
/* add nodes */
BL::ShaderNodeTree::nodes_iterator b_node;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
PtrInputMap input_map;
PtrOutputMap output_map;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
BL::Node::inputs_iterator b_input;
BL::Node::outputs_iterator b_output;
/* find the node to use for output if there are multiple */
BL::ShaderNode output_node = b_ntree.get_output_node(
BL::ShaderNodeOutputMaterial::target_CYCLES);
/* add nodes */
for (b_ntree.nodes.begin(b_node); b_node != b_ntree.nodes.end(); ++b_node) {
if (b_node->mute() || b_node->is_a(&RNA_NodeReroute)) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
/* replace muted node with internal links */
BL::Node::internal_links_iterator b_link;
for (b_node->internal_links.begin(b_link); b_link != b_node->internal_links.end();
++b_link) {
BL::NodeSocket to_socket(b_link->to_socket());
SocketType::Type to_socket_type = convert_socket_type(to_socket);
if (to_socket_type == SocketType::UNDEFINED) {
continue;
}
ConvertNode *proxy = graph->create_node<ConvertNode>(to_socket_type, to_socket_type, true);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
input_map[b_link->from_socket().ptr.data] = proxy->inputs[0];
output_map[b_link->to_socket().ptr.data] = proxy->outputs[0];
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
graph->add(proxy);
}
}
else if (b_node->is_a(&RNA_ShaderNodeGroup) || b_node->is_a(&RNA_NodeCustomGroup) ||
b_node->is_a(&RNA_ShaderNodeCustomGroup)) {
BL::ShaderNodeTree b_group_ntree(PointerRNA_NULL);
if (b_node->is_a(&RNA_ShaderNodeGroup))
b_group_ntree = BL::ShaderNodeTree(((BL::NodeGroup)(*b_node)).node_tree());
else if (b_node->is_a(&RNA_NodeCustomGroup))
b_group_ntree = BL::ShaderNodeTree(((BL::NodeCustomGroup)(*b_node)).node_tree());
else
b_group_ntree = BL::ShaderNodeTree(((BL::ShaderNodeCustomGroup)(*b_node)).node_tree());
ProxyMap group_proxy_input_map, group_proxy_output_map;
/* Add a proxy node for each socket
* Do this even if the node group has no internal tree,
* so that links have something to connect to and assert won't fail.
*/
for (b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
SocketType::Type input_type = convert_socket_type(*b_input);
if (input_type == SocketType::UNDEFINED) {
continue;
}
ConvertNode *proxy = graph->create_node<ConvertNode>(input_type, input_type, true);
graph->add(proxy);
/* register the proxy node for internal binding */
group_proxy_input_map[b_input->identifier()] = proxy;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
input_map[b_input->ptr.data] = proxy->inputs[0];
set_default_value(proxy->inputs[0], *b_input, b_data, b_ntree);
}
for (b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
SocketType::Type output_type = convert_socket_type(*b_output);
if (output_type == SocketType::UNDEFINED) {
continue;
}
ConvertNode *proxy = graph->create_node<ConvertNode>(output_type, output_type, true);
graph->add(proxy);
/* register the proxy node for internal binding */
group_proxy_output_map[b_output->identifier()] = proxy;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
output_map[b_output->ptr.data] = proxy->outputs[0];
}
if (b_group_ntree) {
Cycles: Experiment with making previews more interactive There were two major problems with the interactivity of material previews: - Beckmann tables were re-generated on every material tweak. This is because preview scene is not set to be persistent, so re-triggering the render leads to the full scene re-sync. - Images could take rather noticeable time to load with OIIO from the disk on every tweak. This patch addressed this two issues in the following way: - Beckmann tables are now static on CPU memory. They're couple of hundred kilobytes only, so wouldn't expect this to be an issue. And they're needed for almost every render anyway. This actually also makes blackbody table to be static, but it's even smaller than beckmann table. Not totally happy with this approach, but others seems to complicate things quite a bit with all this render engine life time and so.. - For preview rendering all images are considered to be built-in. This means instead of OIIO which re-loads images on every re-render they're coming from ImBuf cache which is fully manageable from blender side and unused images gets freed later. This would make it impossible to have mipmapping with OSL for now, but we'll be working on that later anyway and don't think mipmaps are really so crucial for the material preview. This seems to be a better alternative to making preview scene persistent, because of much optimal memory control from blender side. Reviewers: brecht, juicyfruit, campbellbarton, dingto Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
add_nodes(scene,
b_engine,
b_data,
b_depsgraph,
Cycles: Experiment with making previews more interactive There were two major problems with the interactivity of material previews: - Beckmann tables were re-generated on every material tweak. This is because preview scene is not set to be persistent, so re-triggering the render leads to the full scene re-sync. - Images could take rather noticeable time to load with OIIO from the disk on every tweak. This patch addressed this two issues in the following way: - Beckmann tables are now static on CPU memory. They're couple of hundred kilobytes only, so wouldn't expect this to be an issue. And they're needed for almost every render anyway. This actually also makes blackbody table to be static, but it's even smaller than beckmann table. Not totally happy with this approach, but others seems to complicate things quite a bit with all this render engine life time and so.. - For preview rendering all images are considered to be built-in. This means instead of OIIO which re-loads images on every re-render they're coming from ImBuf cache which is fully manageable from blender side and unused images gets freed later. This would make it impossible to have mipmapping with OSL for now, but we'll be working on that later anyway and don't think mipmaps are really so crucial for the material preview. This seems to be a better alternative to making preview scene persistent, because of much optimal memory control from blender side. Reviewers: brecht, juicyfruit, campbellbarton, dingto Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
b_scene,
graph,
b_group_ntree,
group_proxy_input_map,
group_proxy_output_map);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
}
else if (b_node->is_a(&RNA_NodeGroupInput)) {
/* map each socket to a proxy node */
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
for (b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
ProxyMap::const_iterator proxy_it = proxy_input_map.find(b_output->identifier());
if (proxy_it != proxy_input_map.end()) {
ConvertNode *proxy = proxy_it->second;
output_map[b_output->ptr.data] = proxy->outputs[0];
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
}
}
else if (b_node->is_a(&RNA_NodeGroupOutput)) {
BL::NodeGroupOutput b_output_node(*b_node);
/* only the active group output is used */
if (b_output_node.is_active_output()) {
/* map each socket to a proxy node */
for (b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
ProxyMap::const_iterator proxy_it = proxy_output_map.find(b_input->identifier());
if (proxy_it != proxy_output_map.end()) {
ConvertNode *proxy = proxy_it->second;
input_map[b_input->ptr.data] = proxy->inputs[0];
set_default_value(proxy->inputs[0], *b_input, b_data, b_ntree);
}
}
}
}
else {
ShaderNode *node = NULL;
if (b_node->ptr.data == output_node.ptr.data) {
node = graph->output();
}
else {
BL::ShaderNode b_shader_node(*b_node);
Cycles: Experiment with making previews more interactive There were two major problems with the interactivity of material previews: - Beckmann tables were re-generated on every material tweak. This is because preview scene is not set to be persistent, so re-triggering the render leads to the full scene re-sync. - Images could take rather noticeable time to load with OIIO from the disk on every tweak. This patch addressed this two issues in the following way: - Beckmann tables are now static on CPU memory. They're couple of hundred kilobytes only, so wouldn't expect this to be an issue. And they're needed for almost every render anyway. This actually also makes blackbody table to be static, but it's even smaller than beckmann table. Not totally happy with this approach, but others seems to complicate things quite a bit with all this render engine life time and so.. - For preview rendering all images are considered to be built-in. This means instead of OIIO which re-loads images on every re-render they're coming from ImBuf cache which is fully manageable from blender side and unused images gets freed later. This would make it impossible to have mipmapping with OSL for now, but we'll be working on that later anyway and don't think mipmaps are really so crucial for the material preview. This seems to be a better alternative to making preview scene persistent, because of much optimal memory control from blender side. Reviewers: brecht, juicyfruit, campbellbarton, dingto Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
node = add_node(
scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree, b_shader_node);
}
if (node) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
/* map node sockets for linking */
for (b_node->inputs.begin(b_input); b_input != b_node->inputs.end(); ++b_input) {
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
ShaderInput *input = node_find_input_by_name(node, *b_node, *b_input);
if (!input) {
/* XXX should not happen, report error? */
continue;
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
input_map[b_input->ptr.data] = input;
set_default_value(input, *b_input, b_data, b_ntree);
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
}
for (b_node->outputs.begin(b_output); b_output != b_node->outputs.end(); ++b_output) {
ShaderOutput *output = node_find_output_by_name(node, *b_node, *b_output);
if (!output) {
/* XXX should not happen, report error? */
continue;
}
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
output_map[b_output->ptr.data] = output;
}
}
}
}
/* connect nodes */
BL::NodeTree::links_iterator b_link;
for (b_ntree.links.begin(b_link); b_link != b_ntree.links.end(); ++b_link) {
/* Ignore invalid links to avoid unwanted cycles created in graph.
* Also ignore links with unavailable sockets. */
if (!(b_link->is_valid() && b_link->from_socket().enabled() &&
b_link->to_socket().enabled())) {
continue;
}
/* get blender link data */
BL::NodeSocket b_from_sock = b_link->from_socket();
BL::NodeSocket b_to_sock = b_link->to_socket();
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
ShaderOutput *output = 0;
ShaderInput *input = 0;
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
PtrOutputMap::iterator output_it = output_map.find(b_from_sock.ptr.data);
if (output_it != output_map.end())
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
output = output_it->second;
PtrInputMap::iterator input_it = input_map.find(b_to_sock.ptr.data);
if (input_it != input_map.end())
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
input = input_it->second;
/* either node may be NULL when the node was not exported, typically
2012-06-09 17:22:52 +00:00
* because the node type is not supported */
Merge of the PyNodes branch (aka "custom nodes") into trunk. PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements. === Dynamic node type registration === Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes. Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2]. === Node group improvements === Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3]. The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there. [1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes [2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender [3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
if (output && input)
graph->connect(output, input);
}
}
Cycles: Experiment with making previews more interactive There were two major problems with the interactivity of material previews: - Beckmann tables were re-generated on every material tweak. This is because preview scene is not set to be persistent, so re-triggering the render leads to the full scene re-sync. - Images could take rather noticeable time to load with OIIO from the disk on every tweak. This patch addressed this two issues in the following way: - Beckmann tables are now static on CPU memory. They're couple of hundred kilobytes only, so wouldn't expect this to be an issue. And they're needed for almost every render anyway. This actually also makes blackbody table to be static, but it's even smaller than beckmann table. Not totally happy with this approach, but others seems to complicate things quite a bit with all this render engine life time and so.. - For preview rendering all images are considered to be built-in. This means instead of OIIO which re-loads images on every re-render they're coming from ImBuf cache which is fully manageable from blender side and unused images gets freed later. This would make it impossible to have mipmapping with OSL for now, but we'll be working on that later anyway and don't think mipmaps are really so crucial for the material preview. This seems to be a better alternative to making preview scene persistent, because of much optimal memory control from blender side. Reviewers: brecht, juicyfruit, campbellbarton, dingto Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
static void add_nodes(Scene *scene,
BL::RenderEngine &b_engine,
BL::BlendData &b_data,
BL::Depsgraph &b_depsgraph,
BL::Scene &b_scene,
Cycles: Experiment with making previews more interactive There were two major problems with the interactivity of material previews: - Beckmann tables were re-generated on every material tweak. This is because preview scene is not set to be persistent, so re-triggering the render leads to the full scene re-sync. - Images could take rather noticeable time to load with OIIO from the disk on every tweak. This patch addressed this two issues in the following way: - Beckmann tables are now static on CPU memory. They're couple of hundred kilobytes only, so wouldn't expect this to be an issue. And they're needed for almost every render anyway. This actually also makes blackbody table to be static, but it's even smaller than beckmann table. Not totally happy with this approach, but others seems to complicate things quite a bit with all this render engine life time and so.. - For preview rendering all images are considered to be built-in. This means instead of OIIO which re-loads images on every re-render they're coming from ImBuf cache which is fully manageable from blender side and unused images gets freed later. This would make it impossible to have mipmapping with OSL for now, but we'll be working on that later anyway and don't think mipmaps are really so crucial for the material preview. This seems to be a better alternative to making preview scene persistent, because of much optimal memory control from blender side. Reviewers: brecht, juicyfruit, campbellbarton, dingto Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
ShaderGraph *graph,
BL::ShaderNodeTree &b_ntree)
{
static const ProxyMap empty_proxy_map;
Cycles: Experiment with making previews more interactive There were two major problems with the interactivity of material previews: - Beckmann tables were re-generated on every material tweak. This is because preview scene is not set to be persistent, so re-triggering the render leads to the full scene re-sync. - Images could take rather noticeable time to load with OIIO from the disk on every tweak. This patch addressed this two issues in the following way: - Beckmann tables are now static on CPU memory. They're couple of hundred kilobytes only, so wouldn't expect this to be an issue. And they're needed for almost every render anyway. This actually also makes blackbody table to be static, but it's even smaller than beckmann table. Not totally happy with this approach, but others seems to complicate things quite a bit with all this render engine life time and so.. - For preview rendering all images are considered to be built-in. This means instead of OIIO which re-loads images on every re-render they're coming from ImBuf cache which is fully manageable from blender side and unused images gets freed later. This would make it impossible to have mipmapping with OSL for now, but we'll be working on that later anyway and don't think mipmaps are really so crucial for the material preview. This seems to be a better alternative to making preview scene persistent, because of much optimal memory control from blender side. Reviewers: brecht, juicyfruit, campbellbarton, dingto Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
add_nodes(scene,
b_engine,
b_data,
b_depsgraph,
Cycles: Experiment with making previews more interactive There were two major problems with the interactivity of material previews: - Beckmann tables were re-generated on every material tweak. This is because preview scene is not set to be persistent, so re-triggering the render leads to the full scene re-sync. - Images could take rather noticeable time to load with OIIO from the disk on every tweak. This patch addressed this two issues in the following way: - Beckmann tables are now static on CPU memory. They're couple of hundred kilobytes only, so wouldn't expect this to be an issue. And they're needed for almost every render anyway. This actually also makes blackbody table to be static, but it's even smaller than beckmann table. Not totally happy with this approach, but others seems to complicate things quite a bit with all this render engine life time and so.. - For preview rendering all images are considered to be built-in. This means instead of OIIO which re-loads images on every re-render they're coming from ImBuf cache which is fully manageable from blender side and unused images gets freed later. This would make it impossible to have mipmapping with OSL for now, but we'll be working on that later anyway and don't think mipmaps are really so crucial for the material preview. This seems to be a better alternative to making preview scene persistent, because of much optimal memory control from blender side. Reviewers: brecht, juicyfruit, campbellbarton, dingto Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1132
2015-02-21 21:55:24 +05:00
b_scene,
graph,
b_ntree,
empty_proxy_map,
empty_proxy_map);
}
/* Sync Materials */
void BlenderSync::sync_materials(BL::Depsgraph &b_depsgraph, bool update_all)
{
shader_map.set_default(scene->default_surface);
TaskPool pool;
set<Shader *> updated_shaders;
BL::Depsgraph::ids_iterator b_id;
for (b_depsgraph.ids.begin(b_id); b_id != b_depsgraph.ids.end(); ++b_id) {
2018-11-15 17:19:26 +01:00
if (!b_id->is_a(&RNA_Material)) {
continue;
}
BL::Material b_mat(*b_id);
Shader *shader;
/* test if we need to sync */
if (shader_map.add_or_update(&shader, b_mat) || update_all) {
ShaderGraph *graph = new ShaderGraph();
shader->name = b_mat.name().c_str();
shader->set_pass_id(b_mat.pass_index());
/* create nodes */
if (b_mat.use_nodes() && b_mat.node_tree()) {
BL::ShaderNodeTree b_ntree(b_mat.node_tree());
add_nodes(scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree);
}
else {
DiffuseBsdfNode *diffuse = graph->create_node<DiffuseBsdfNode>();
diffuse->set_color(get_float3(b_mat.diffuse_color()));
graph->add(diffuse);
ShaderNode *out = graph->output();
graph->connect(diffuse->output("BSDF"), out->input("Surface"));
}
/* settings */
PointerRNA cmat = RNA_pointer_get(&b_mat.ptr, "cycles");
shader->set_use_mis(get_boolean(cmat, "sample_as_light"));
shader->set_use_transparent_shadow(get_boolean(cmat, "use_transparent_shadow"));
shader->set_heterogeneous_volume(!get_boolean(cmat, "homogeneous_volume"));
shader->set_volume_sampling_method(get_volume_sampling(cmat));
shader->set_volume_interpolation_method(get_volume_interpolation(cmat));
shader->set_volume_step_rate(get_float(cmat, "volume_step_rate"));
shader->set_displacement_method(get_displacement_method(cmat));
shader->set_graph(graph);
/* By simplifying the shader graph as soon as possible, some
* redundant shader nodes might be removed which prevents loading
* unnecessary attributes later.
*
* However, since graph simplification also accounts for e.g. mix
* weight, this would cause frequent expensive resyncs in interactive
* sessions, so for those sessions optimization is only performed
* right before compiling.
*/
if (!preview) {
pool.push(function_bind(&ShaderGraph::simplify, graph, scene));
/* NOTE: Update shaders out of the threads since those routines
* are accessing and writing to a global context.
*/
updated_shaders.insert(shader);
}
else {
/* NOTE: Update tagging can access links which are being
* optimized out.
*/
shader->tag_update(scene);
}
}
}
pool.wait_work();
foreach (Shader *shader, updated_shaders) {
shader->tag_update(scene);
}
}
/* Sync World */
void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all)
{
Background *background = scene->background;
BL::World b_world = b_scene.world();
BlenderViewportParameters new_viewport_parameters(b_v3d);
if (world_recalc || update_all || b_world.ptr.data != world_map ||
viewport_parameters.modified(new_viewport_parameters)) {
Shader *shader = scene->default_background;
ShaderGraph *graph = new ShaderGraph();
/* create nodes */
if (new_viewport_parameters.use_scene_world && b_world && b_world.use_nodes() &&
b_world.node_tree()) {
BL::ShaderNodeTree b_ntree(b_world.node_tree());
add_nodes(scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree);
/* volume */
PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
shader->set_heterogeneous_volume(!get_boolean(cworld, "homogeneous_volume"));
shader->set_volume_sampling_method(get_volume_sampling(cworld));
shader->set_volume_interpolation_method(get_volume_interpolation(cworld));
shader->set_volume_step_rate(get_float(cworld, "volume_step_size"));
}
else if (new_viewport_parameters.use_scene_world && b_world) {
BackgroundNode *background = graph->create_node<BackgroundNode>();
background->set_color(get_float3(b_world.color()));
graph->add(background);
ShaderNode *out = graph->output();
graph->connect(background->output("Background"), out->input("Surface"));
}
else if (!new_viewport_parameters.use_scene_world) {
float3 world_color;
if (b_world) {
world_color = get_float3(b_world.color());
}
else {
world_color = make_float3(0.0f, 0.0f, 0.0f);
}
BackgroundNode *background = graph->create_node<BackgroundNode>();
graph->add(background);
LightPathNode *light_path = graph->create_node<LightPathNode>();
graph->add(light_path);
MixNode *mix_scene_with_background = graph->create_node<MixNode>();
mix_scene_with_background->set_color2(world_color);
graph->add(mix_scene_with_background);
EnvironmentTextureNode *texture_environment = graph->create_node<EnvironmentTextureNode>();
texture_environment->set_tex_mapping_type(TextureMapping::VECTOR);
float3 rotation_z = texture_environment->get_tex_mapping_rotation();
rotation_z[2] = new_viewport_parameters.studiolight_rotate_z;
texture_environment->set_tex_mapping_rotation(rotation_z);
texture_environment->set_filename(new_viewport_parameters.studiolight_path);
graph->add(texture_environment);
MixNode *mix_intensity = graph->create_node<MixNode>();
mix_intensity->set_mix_type(NODE_MIX_MUL);
mix_intensity->set_fac(1.0f);
mix_intensity->set_color2(make_float3(new_viewport_parameters.studiolight_intensity,
new_viewport_parameters.studiolight_intensity,
new_viewport_parameters.studiolight_intensity));
graph->add(mix_intensity);
TextureCoordinateNode *texture_coordinate = graph->create_node<TextureCoordinateNode>();
graph->add(texture_coordinate);
MixNode *mix_background_with_environment = graph->create_node<MixNode>();
mix_background_with_environment->set_fac(
new_viewport_parameters.studiolight_background_alpha);
mix_background_with_environment->set_color1(world_color);
graph->add(mix_background_with_environment);
ShaderNode *out = graph->output();
graph->connect(texture_coordinate->output("Generated"),
texture_environment->input("Vector"));
graph->connect(texture_environment->output("Color"), mix_intensity->input("Color1"));
graph->connect(light_path->output("Is Camera Ray"), mix_scene_with_background->input("Fac"));
graph->connect(mix_intensity->output("Color"), mix_scene_with_background->input("Color1"));
graph->connect(mix_intensity->output("Color"),
mix_background_with_environment->input("Color2"));
graph->connect(mix_background_with_environment->output("Color"),
mix_scene_with_background->input("Color2"));
graph->connect(mix_scene_with_background->output("Color"), background->input("Color"));
graph->connect(background->output("Background"), out->input("Surface"));
}
if (b_world) {
/* AO */
BL::WorldLighting b_light = b_world.light_settings();
background->set_use_ao(b_light.use_ambient_occlusion());
background->set_ao_factor(b_light.ao_factor());
background->set_ao_distance(b_light.distance());
/* visibility */
PointerRNA cvisibility = RNA_pointer_get(&b_world.ptr, "cycles_visibility");
uint visibility = 0;
visibility |= get_boolean(cvisibility, "camera") ? PATH_RAY_CAMERA : 0;
visibility |= get_boolean(cvisibility, "diffuse") ? PATH_RAY_DIFFUSE : 0;
visibility |= get_boolean(cvisibility, "glossy") ? PATH_RAY_GLOSSY : 0;
visibility |= get_boolean(cvisibility, "transmission") ? PATH_RAY_TRANSMIT : 0;
visibility |= get_boolean(cvisibility, "scatter") ? PATH_RAY_VOLUME_SCATTER : 0;
background->set_visibility(visibility);
}
else {
background->set_use_ao(false);
background->set_ao_factor(0.0f);
background->set_ao_distance(FLT_MAX);
}
shader->set_graph(graph);
shader->tag_update(scene);
background->tag_update(scene);
}
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
background->set_transparent(b_scene.render().film_transparent());
if (background->get_transparent()) {
background->set_transparent_glass(get_boolean(cscene, "film_transparent_glass"));
background->set_transparent_roughness_threshold(
get_float(cscene, "film_transparent_roughness"));
}
else {
background->set_transparent_glass(false);
background->set_transparent_roughness_threshold(0.0f);
}
background->set_use_shader(view_layer.use_background_shader |
viewport_parameters.custom_viewport_parameters());
background->set_use_ao(background->get_use_ao() && view_layer.use_background_ao);
if (background->is_modified())
background->tag_update(scene);
}
/* Sync Lights */
void BlenderSync::sync_lights(BL::Depsgraph &b_depsgraph, bool update_all)
{
shader_map.set_default(scene->default_light);
BL::Depsgraph::ids_iterator b_id;
for (b_depsgraph.ids.begin(b_id); b_id != b_depsgraph.ids.end(); ++b_id) {
2018-11-15 17:19:26 +01:00
if (!b_id->is_a(&RNA_Light)) {
continue;
}
BL::Light b_light(*b_id);
Shader *shader;
/* test if we need to sync */
if (shader_map.add_or_update(&shader, b_light) || update_all) {
ShaderGraph *graph = new ShaderGraph();
/* create nodes */
if (b_light.use_nodes() && b_light.node_tree()) {
shader->name = b_light.name().c_str();
BL::ShaderNodeTree b_ntree(b_light.node_tree());
add_nodes(scene, b_engine, b_data, b_depsgraph, b_scene, graph, b_ntree);
}
else {
EmissionNode *emission = graph->create_node<EmissionNode>();
emission->set_color(make_float3(1.0f, 1.0f, 1.0f));
emission->set_strength(1.0f);
graph->add(emission);
ShaderNode *out = graph->output();
graph->connect(emission->output("Emission"), out->input("Surface"));
}
shader->set_graph(graph);
shader->tag_update(scene);
}
}
}
void BlenderSync::sync_shaders(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d)
{
/* for auto refresh images */
bool auto_refresh_update = false;
if (preview) {
ImageManager *image_manager = scene->image_manager;
int frame = b_scene.frame_current();
auto_refresh_update = image_manager->set_animation_frame_update(frame);
}
shader_map.pre_sync();
sync_world(b_depsgraph, b_v3d, auto_refresh_update);
sync_lights(b_depsgraph, auto_refresh_update);
sync_materials(b_depsgraph, auto_refresh_update);
}
CCL_NAMESPACE_END