Put spaces in the parameter names of the shader node

This commit is contained in:
2016-10-21 09:27:05 +02:00
parent e5a748ced1
commit dfbfff9c38
3 changed files with 27 additions and 27 deletions

View File

@@ -2229,24 +2229,24 @@ NODE_DEFINE(DisneyBsdfNode)
distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID);
distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID);
SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID);
SOCKET_IN_COLOR(base_color, "BaseColor", make_float3(0.8f, 0.8f, 0.8f));
SOCKET_IN_COLOR(subsurface_color, "SubsurfaceColor", make_float3(0.8f, 0.8f, 0.8f));
SOCKET_IN_COLOR(base_color, "Base Color", make_float3(0.8f, 0.8f, 0.8f));
SOCKET_IN_COLOR(subsurface_color, "Subsurface Color", make_float3(0.8f, 0.8f, 0.8f));
SOCKET_IN_FLOAT(metallic, "Metallic", 0.0f);
SOCKET_IN_FLOAT(subsurface, "Subsurface", 0.0f);
SOCKET_IN_FLOAT(specular, "Specular", 0.0f);
SOCKET_IN_FLOAT(roughness, "Roughness", 0.0f);
SOCKET_IN_FLOAT(specular_tint, "SpecularTint", 0.0f);
SOCKET_IN_FLOAT(specular_tint, "Specular Tint", 0.0f);
SOCKET_IN_FLOAT(anisotropic, "Anisotropic", 0.0f);
SOCKET_IN_FLOAT(sheen, "Sheen", 0.0f);
SOCKET_IN_FLOAT(sheen_tint, "SheenTint", 0.0f);
SOCKET_IN_FLOAT(sheen_tint, "Sheen Tint", 0.0f);
SOCKET_IN_FLOAT(clearcoat, "Clearcoat", 0.0f);
SOCKET_IN_FLOAT(clearcoat_gloss, "ClearcoatGloss", 0.0f);
SOCKET_IN_FLOAT(clearcoat_gloss, "Clearcoat Gloss", 0.0f);
SOCKET_IN_FLOAT(ior, "IOR", 0.0f);
SOCKET_IN_FLOAT(transparency, "Transparency", 0.0f);
SOCKET_IN_FLOAT(refraction_roughness, "RefractionRoughness", 0.0f);
SOCKET_IN_FLOAT(anisotropic_rotation, "AnisotropicRotation", 0.0f);
SOCKET_IN_FLOAT(refraction_roughness, "Refraction Roughness", 0.0f);
SOCKET_IN_FLOAT(anisotropic_rotation, "Anisotropic Rotation", 0.0f);
SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
SOCKET_IN_NORMAL(clearcoat_normal, "ClearcoatNormal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
SOCKET_IN_NORMAL(clearcoat_normal, "Clearcoat Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
SOCKET_IN_NORMAL(tangent, "Tangent", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TANGENT);
SOCKET_IN_FLOAT(surface_mix_weight, "SurfaceMixWeight", 0.0f, SocketType::SVM_INTERNAL);
@@ -2269,10 +2269,10 @@ void DisneyBsdfNode::compile(SVMCompiler& compiler, ShaderInput *p_metallic, Sha
ShaderInput *p_sheen, ShaderInput *p_sheen_tint, ShaderInput *p_clearcoat, ShaderInput *p_clearcoat_gloss,
ShaderInput *p_ior, ShaderInput *p_transparency, ShaderInput *p_anisotropic_rotation, ShaderInput *p_refraction_roughness)
{
ShaderInput *base_color_in = input("BaseColor");
ShaderInput *subsurface_color_in = input("SubsurfaceColor");
ShaderInput *base_color_in = input("Base Color");
ShaderInput *subsurface_color_in = input("Subsurface Color");
ShaderInput *normal_in = input("Normal");
ShaderInput *clearcoat_normal_in = input("ClearcoatNormal");
ShaderInput *clearcoat_normal_in = input("Clearcoat Normal");
ShaderInput *tangent_in = input("Tangent");
float3 weight = make_float3(1.0f, 1.0f, 1.0f);
@@ -2332,9 +2332,9 @@ bool DisneyBsdfNode::has_integrator_dependency()
void DisneyBsdfNode::compile(SVMCompiler& compiler)
{
compile(compiler, input("Metallic"), input("Subsurface"), input("Specular"), input("Roughness"),
input("SpecularTint"), input("Anisotropic"), input("Sheen"), input("SheenTint"),
input("Clearcoat"), input("ClearcoatGloss"), input("IOR"), input("Transparency"),
input("AnisotropicRotation"), input("RefractionRoughness"));
input("Specular Tint"), input("Anisotropic"), input("Sheen"), input("Sheen Tint"),
input("Clearcoat"), input("Clearcoat Gloss"), input("IOR"), input("Transparency"),
input("Anisotropic Rotation"), input("Refraction Roughness"));
}
void DisneyBsdfNode::compile(OSLCompiler& compiler)

View File

@@ -2553,11 +2553,11 @@ void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out vec4 resu
node_bsdf_diffuse(color, 0.0, N, result);
}
void node_bsdf_disney(vec4 baseColor, vec4 subsurfaceColor, float metallic, float subsurface, float specular, float roughness,
float specularTint, float anisotropic, float sheen, float sheenTint, float clearcoat,
float clearcoatGloss, float ior, float transparency, float anisotropicRotationvec3 N, vec3 CN, vec3 T, out vec4 result)
void node_bsdf_disney(vec4 base_color, vec4 subsurface_color, float metallic, float subsurface, float specular, float roughness,
float specular_tint, float anisotropic, float sheen, float sheen_tint, float clearcoat, float clearcoat_gloss, float ior,
float transparency, float refraction_roughness, float anisotropic_rotation, vec3 N, vec3 CN, vec3 T, out vec4 result)
{
node_bsdf_diffuse(baseColor, roughness, N, result);
node_bsdf_diffuse(base_color, roughness, N, result);
}
void node_bsdf_translucent(vec4 color, vec3 N, out vec4 result)

View File

@@ -30,24 +30,24 @@
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_bsdf_disney_in[] = {
{ SOCK_RGBA, 1, N_("BaseColor"), 0.64555527f, 0.41514809f, 0.01698805f, 1.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 1, N_("SubsurfaceColor"), 0.64555527f, 0.41514809f, 0.01698805f, 1.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 1, N_("Base Color"), 0.64555527f, 0.41514809f, 0.01698805f, 1.0f, 0.0f, 1.0f},
{ SOCK_RGBA, 1, N_("Subsurface Color"), 0.64555527f, 0.41514809f, 0.01698805f, 1.0f, 0.0f, 1.0f},
{ SOCK_FLOAT, 1, N_("Metallic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Subsurface"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Specular"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Roughness"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("SpecularTint"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Specular Tint"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Anisotropic"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Sheen"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("SheenTint"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Sheen Tint"), 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Clearcoat"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("ClearcoatGloss"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Clearcoat Gloss"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{ SOCK_FLOAT, 1, N_("Transparency"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("RefractionRoughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("AnisotropicRotation"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Refraction Roughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Anisotropic Rotation"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ SOCK_VECTOR, 1, N_("ClearcoatNormal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ SOCK_VECTOR, 1, N_("Clearcoat Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ SOCK_VECTOR, 1, N_("Tangent"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ -1, 0, "" }
};
@@ -78,7 +78,7 @@ static void node_shader_update_disney(bNodeTree *UNUSED(ntree), bNode *node)
int distribution = node->custom1;
for (sock = node->inputs.first; sock; sock = sock->next) {
if (STREQ(sock->name, "RefractionRoughness")) {
if (STREQ(sock->name, "Refraction Roughness")) {
if (distribution == SHD_GLOSSY_GGX)
sock->flag &= ~SOCK_UNAVAIL;
else