Commit Graph

270 Commits

Author SHA1 Message Date
340b76b42c Patch D843 by Alexander Romanov, fixes to the naming of the material
node so it's more similar to the names in the material properties
2015-02-24 16:15:46 +01:00
227a94077f Cycles: implement pointiness geometry attribute
This attribute means how "pointy" the geometry surface is, which allows to do
effects like dirt maps and wear-off effects on render geometry. This means the
attribute is calculated for the final mesh which means no baking (which implies
UV unwrap) is needed. Apart from this the behavior is quite close to how vertex
dirty colors works.

The new attribute is available as an output socket of Geometry node.

There's no penalty for the render time, only some delay on scene preparation
(the delay is linear of the mesh complexity).

Reviewers: brecht, juicyfruit

Subscribers: eyecandy, venomgfx

Differential Revision: https://developer.blender.org/D1086
2015-02-10 20:33:41 +05:00
750506be97 Adjust GLSL drawing of window coordinates from camera view (use camera
bounds instead of window bounds). Fixes remaining part of T43346
2015-02-02 14:26:05 +01:00
9e9cd77b8d Compiler warning: double-promotion 2015-02-01 01:17:21 +11:00
332cf291e4 Fix T43250, lamp node did not use energy when used with nodes in blender
internal.

Similar to fix for T42074 we need to multiply with energy -after-
texture application.
2015-01-27 16:34:40 +01:00
fca515838e Cleanup: strcmp/strncmp -> STREQ/STREQLEN (in boolean usage).
Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
2015-01-26 16:59:24 +01:00
257d513aa8 Cycles: Allow negative values in Combine XYZ node. 2015-01-06 22:53:15 +01:00
Dotsnov Valentin
01c187fb93 Gamma node support for Blender Internal
Patch by Blend4Web Team, thanks!

Reviewers: psy-fi

Subscribers: yurikovelenov, AlexKowel, Evgeny_Rodygin

Differential Revision: https://developer.blender.org/D899
2014-12-31 13:36:14 +01:00
d9ddc99a27 Fix T42184: Normal not displayed correctly in Material Viewport
There was a differences between how Cycles and BI treats Normal shader:

- Different normal direction assumption
- Different policy about vector normalization

Previous idea of trying to use single function and flip the output if
needed becomes more tricky, so i've just added new GLSL function which
corresponds to how Cycles deals with the Normal shader.
2014-12-10 19:12:54 +05:00
668ffcd6e9 Fix for wrong flip of Normal node Dot output for new shading system
It was wrong to use invert(), we need to multiply by -1 instead.
2014-12-10 18:50:30 +05:00
915235c87a Cleanup: unused headers 2014-11-28 22:16:14 +01:00
bcbbc66795 Cleanup: unused headers 2014-11-28 15:52:30 +01:00
d21e254907 Fix GLSL drawing of math absolute node.
Patch by Romanov Alexander of blen4web team!

Differential: D842

Thanks for the patch!
2014-11-26 15:46:18 +01:00
8fa55d95e4 World background working on cycle nodes.
This is added in the spirit of the general cycles GLSL system
which is pretty much WIP still.

This will only work on cycles at the moment but generating for blender
internal is possible too of course though it will be done in a separate
commit.

This hasn't been tested with all and every node in cycles, but
environment and regular textures with texture coordinates work.

There is some difference between the way cycles treats some coordinates,
which is in world space and the way GLSL treats them, which is in view
space.
We might want to explore and improve this further in the future.

...also </drumroll>
2014-11-26 15:07:26 +01:00
102d3ad595 Fix T42622, environment texture GLSL result different from rendering.
Also included mirror ball shader, which was missing.
2014-11-20 19:43:32 +01:00
Dontsov Valentin
8c712eaa29 GLSL: specular transparency support for Blender internal materials
Reviewed By: brecht

Differential Revision: https://developer.blender.org/D781
2014-11-09 15:35:08 +01:00
548b8f51c9 Fix assert failure in GPU codegen
Even though GLSL allows to have polymorphic functions our codegen
is not aware of this at all.

Let's rename the functions for now, but in the future would be handy
to make codegen aware of the polymorphic functions.
2014-11-07 13:17:26 +05:00
035026f48a Code cleanup: Replace magic number with verbose name for math node operations
Should be no functional changes, just much less cryptic code.
2014-11-05 11:36:50 +01:00
176f0102ea Fix T42445: Clamp flag has no effect on result value in Math and MixRGB shader nodes (Blender Render)
Quite striaghtforward implementation, with the only weird thing that for some reason
my video driver wasn't happy with calling the function "clamp" giving some weirdo
shader compilation error messages.

Called the GPU function clamp_val which can handle float and vec3.
2014-11-04 16:55:40 +05:00
25b7455eea Cleanup: de-duplicate engine-id's 2014-10-28 12:49:04 +01:00
3a40aed3d5 Cleanup: use float versions of functions when in/output are floats 2014-09-24 14:55:02 +10:00
52d357a0b5 Freestyle: Added new UV Along Stroke shader node. 2014-08-12 10:10:40 +09:00
6a5b8e91b1 Freestyle: removed unnecessary call of node_type_storage() in the definition of the Output Line Style node. 2014-08-12 10:10:39 +09:00
83360eccae Fix for renamed API functions in rB415af0b. 2014-08-12 10:10:29 +09:00
1b65faf90b Freestyle: Changed the default Color value of the Output Line Style node. 2014-08-12 10:10:23 +09:00
4e11fcead0 Follow-up to rB647969f9b617: Renamed CTX_data_linestyle_from_scene() to BKE_get_linestyle_from_scene(). 2014-08-12 10:10:21 +09:00
846ec6e00c Added new Output Line Style shader node for defining a node-based line material. 2014-08-12 10:10:17 +09:00
87f75299e1 Implemented a basic framework for node-based shaders.
Shader nodes will be used to define materials for stroke rendering, so as to
allow users to interactively configure textures.
2014-08-12 10:10:14 +09:00
564c48a068 Cycles: Make Glass Shader Color default to 1.0.
This came up a few times already, most of the time you want a clear white glass, and not a greyish like one. :)
2014-07-29 10:11:30 +02:00
1161b00c76 Fix T40658: UV map node not working for GLSL materials. 2014-07-19 14:59:41 +02:00
7dbedf6d4a Fix T40795: Dot output is inverted in viewport with Cycles 2014-06-30 16:24:43 +06:00
a5a869c579 Fix 2 GLSL errors, with Cycles Hair BSDF. 2014-06-20 09:36:25 +02:00
34b8d22275 Fix T40585, group textures cannot be selected for painting.
Issue here is that if there's a texture in the tree, chances are it has
already been set as active texture so groups are never traversed.

Now changed logic so that if a group node is active, its own active
texture takes priority over the parent group active texture.
2014-06-18 20:40:50 +03:00
b12151eceb Cycles: glossy and anisotropic BSDF changes
* Anisotropic BSDF now supports GGX and Beckmann distributions, Ward has been
  removed because other distributions are superior.
* GGX is now the default distribution for all glossy and anisotropic nodes,
  since it looks good, has low noise and is fast to evaluate.
* Ashikhmin-Shirley is now available in the Glossy BSDF.
2014-06-14 13:49:57 +02:00
6cd5954246 Implement GLSL code for XYZ nodes. 2014-06-13 23:23:55 +02:00
3de3987ea1 Cycles: Add dedicated nodes to split/combine vectors.
This was already possible via the RGB nodes, but that seems weird.
2014-06-13 21:59:14 +02:00
477f35559c Code cleanup: reorder BKE_scene_use_new_shading_nodes checks last 2014-06-14 00:47:11 +10:00
164841e30e Code cleanup: style 2014-05-09 18:29:42 +10:00
3a8f1d5d8b Fix some nodes showing up as undefined after the fix in 79c345acc2.
A bunch of nodes had invalid storage definitions that don't refer to an actual
DNA struct. Ref T40033.
2014-05-07 20:28:46 +02:00
3fbc984b06 Nodes: add absolute value operation to all math nodes
Reviewed By: dingto, brecht

Differential Revision: https://developer.blender.org/D507
2014-05-07 16:43:59 +02:00
7ca74fc1c0 Code cleanup: use 'const' for arrays (blenloader, gpu, imbuf, makesdna, modifiers, nodes) 2014-04-27 00:25:16 +10:00
7765b73f6d Cycles: add Transparent Depth output to Light Path node.
This can for example be useful if you want to manually terminate the path at
some point and use a color other than black.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D454
2014-04-21 14:44:36 +02:00
1e3f8b517b Nodes: make default group nodes slighly wider, to match other node width defaults. 2014-04-20 14:47:46 +02:00
cb7cfd3ab6 Cycles: add dedicated UV Map node, easier to find and has convenient auto complete.
Fixes T37954.

Reviewed By: brecht, dingto

Differential Revision: https://developer.blender.org/D230
2014-04-02 11:53:44 +02:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
a99a8a6070 Code cleanup: style and warnings 2014-03-26 07:53:56 +11:00
03af4cbf91 Code cleanup: style 2014-03-07 13:28:39 +11:00
a89ef76136 Fix for own mistake: arc diff swallowed a commit somehow, breaking
compilation.
2014-03-02 17:04:24 +01:00
fd553c5b7b Fix T37334: Better "internal links" function for muting and node disconnect.
Implements a more flexible internal connect function for standard nodes
(compositor, shader, texture). Allow feasible datatype connections by
priority.

The priorities for common datatypes in compositor, shader and texture
nodes are encoded in a simple function. Certain impossible connections
(e.g. color -> cycles shader) are excluded by giving them -1 priority.

Priority overrides link status: If a higher priority input can be found,
this will be used regardless of link status. Link status only comes into
play for inputs with same priority.

Reviewers: brecht

CC: sebastian_k

Differential Revision: https://developer.blender.org/D356
2014-03-02 16:04:25 +01:00
1dbd3ae629 Fix T38831: blender internal enabling shadow pass changes material node diffuse.
It would include/exclude shadow depending on the pass being disabled/enabled,
but that should have no influence on the combined render result. Now it always
includes shadow.
2014-02-26 16:55:50 +01:00