This was already supported for Cycles shader nodes, but now also works for
Eevee and compositing nodes. Instead of a generic NodeCustomGroup, now
there is ShaderNodeCustomGroup and CompositorNodeCustomGroup that can be
subclassed and registered.
Differential Revision: https://developer.blender.org/D4370
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
This is a physically-based, easy-to-use shader for rendering hair and fur,
with controls for melanin, roughness and randomization.
Based on the paper "A Practical and Controllable Hair and Fur Model for
Production Path Tracing".
Implemented by Leonardo E. Segovia and Lukas Stockner, part of Google
Summer of Code 2018.
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
Patch D3205 by Kanzaki Wataru
Only implemented in Eevee for now. Collapse a closure to RGBA so we can
do NPR stuff on the resulting color.
Use an emission shader to convert the color back to a closure.
Doing this will break PBR and will kill any SSR and SSS effects the shader
the shader rely on. That said screen space refraction and ambient occlusion
are supported due to the way they are implemented.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
Similar to the Principled BSDF, this should make it easier to set up volume
materials. Smoke and fire can be rendererd with just a single principled
volume node, the appropriate attributes will be used when available. The node
also works for simpler homogeneous volumes like water or mist.
Differential Revision: https://developer.blender.org/D3033
This adds midlevel and object/world space for displacement, and a
vector displacement node with tangent/object/world space, midlevel
and scale.
Note that tangent space vector displacement still is not exactly
compatible with maps created by other software, this will require
changes to the tangent computation.
Differential Revision: https://developer.blender.org/D1734
This converts object space height to world space displacement, to be
linked to the new vector displacement material output.
Differential Revision: https://developer.blender.org/D3015
The algorithm averages normals from nearby surfaces. It uses the same
sampling strategy as BSSRDFs, casting rays along the normal and two
orthogonal axes, and combining the samples with MIS.
The main concern here is that we are introducing raytracing inside
shader evaluation, which could be quite bad for GPU performance and
stack memory usage. In practice it doesn't seem so bad though.
Note that using this feature can easily slow down renders 20%, and
that if you care about performance then it's better to use a bevel
modifier. Mainly this is useful for baking, and for cases where the
mesh topology makes it difficult for the bevel modifier to work well.
Differential Revision: https://developer.blender.org/D2803
This makes the node menus aware of the Cycles/Eevee distinction, and
only show the relevant nodes for the current engine. Names have also
been changed to accomodate for the new output node system.
This makes Eevee consistent with Cycles, by having a single output node,
and multiple shader nodes that connect to it.
Note that node systems for Eevee saved before this will be missing the
output node, and thus will show an invalid material. This is easily
resolved by connecting the shader output to a new output node.
commit 90778901c9
Merge: 76eebd93bf0026
Author: Schoen <schoepas@deher1m1598.emea.adsint.biz>
Date: Mon Apr 3 07:52:05 2017 +0200
Merge branch 'master' into cycles_disney_brdf
commit 76eebd9379
Author: Schoen <schoepas@deher1m1598.emea.adsint.biz>
Date: Thu Mar 30 15:34:20 2017 +0200
Updated copyright for the new files.
commit 013f4a152a
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 482ec5d1f2
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 26e906d162
Merge: 0593b8c223aff9
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Mon Feb 6 11:32:31 2017 +0100
Merge branch 'master' into cycles_disney_brdf
commit 0593b8c51b
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 8c7e11423b
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 17724e9d2d
Merge: 379ba34520afa2
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Tue Jan 24 09:59:58 2017 +0100
Merge branch 'master' into cycles_disney_brdf
commit 379ba346b0
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Tue Jan 24 09:28:56 2017 +0100
Renamed the Disney BSDF to Principled BSDF.
commit f80dcb4f34
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 732db8a57f
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 0103659f5e
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 0aa68f5335
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Mon Nov 7 12:04:38 2016 +0100
Resolved inconsistencies in using tabs and spaces
commit f5897a9494
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 3dfc240e61
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 a2dd0c5faf
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 9817375912
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 bbc5d9d452
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 d52d8f2813
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 8f3d927385
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 d93f680db9
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 c708c3e53b
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Mon Oct 24 08:14:10 2016 +0200
Rearranged the inputs of the shader.
commit dfbfff9c38
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 e5a748ced1
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 75992bebc1
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Fri Oct 21 08:50:07 2016 +0200
Code style cleanup
commit 4dfcf455f7
Merge: 243a0e32cd6a89
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Thu Oct 20 10:41:50 2016 +0200
Merge branch 'master' into cycles_disney_brdf
commit 243a0e3eb8
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 2a5ac50922
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 e1fa862391
Merge: d0530a87f76f6f
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Tue Sep 27 08:59:32 2016 +0200
Merge branch 'master' into cycles_disney_brdf
commit d0530a8af0
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 3f4fc826bd
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 4d3a0032ec
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 3cd5eb56cf
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 7cb37d7119
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 cdd29d06bb
Merge: 02c315ab40d1c1
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Tue Sep 6 15:59:05 2016 +0200
Merge branch 'master' into cycles_disney_brdf
commit 02c315aeb0
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 5f880293ae
Merge: 630b80eb399a6d
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Fri Sep 2 10:53:36 2016 +0200
Merge branch 'master' into cycles_disney_brdf
commit 630b80e08b
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Fri Sep 2 10:52:13 2016 +0200
Fresnel in the microfacet multiscatter implementation improved
commit 0d9f4d7acb
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 9eed34c7d9
Merge: ef29aaeae475e3
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Tue Aug 16 15:22:32 2016 +0200
Merge branch 'master' into cycles_disney_brdf
commit ef29aaee1a
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 88567af085
Merge: cc267e5285e082
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Wed Aug 3 15:05:09 2016 +0200
Merge branch 'master' into cycles_disney_brdf
commit cc267e52f2
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 81f6c06b1f
Merge: ece5a087065022
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Wed Aug 3 11:42:02 2016 +0200
Merge branch 'master' into cycles_disney_brdf
commit ece5a08e0d
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 e3aff6849e
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 b3ca6d8a2f
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 d68729300e
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 cb6e500b12
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 bfb9cb11b5
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 642c0fdad1
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 c10b484dca
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 462bba3f97
Author: Jens Verwiebe <info@jensverwiebe.de>
Date: Thu Jul 21 23:11:59 2016 +0200
Add an undef for sc_next for safety
commit 32d348577d
Author: Jens Verwiebe <info@jensverwiebe.de>
Date: Thu Jul 21 00:15:48 2016 +0200
Attempt to fix Disney SSS
commit dbad91ca6d
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 50ea5e3e34
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Tue Jun 7 10:24:50 2016 +0200
Disney BSDF is now supporting CUDA
commit 10974cc826
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 218202c090
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 dd139ead7e
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 11160fa4e1
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 cee4fe0cc9
Merge: 4f955d06b5bab6
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 4f955d0523
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 1f5c41874b
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 d4b814e930
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 b86a1f5ba5
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 585b886236
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 f91a286398
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 30da91c9c5
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Wed May 4 16:08:10 2016 +0200
disney implementation cleaned
commit 30d41da0f0
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 1f099fce24
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Tue May 3 16:54:49 2016 +0200
added clearcoat implementation
commit 00a1378b98
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Fri Apr 29 22:56:49 2016 +0200
disney diffuse und specular implemented
commit 6baa7a7eb7
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Mon Apr 18 15:21:32 2016 +0200
disney diffuse is working correctly
commit d8fa169bf3
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Mon Apr 18 08:41:53 2016 +0200
added vessel for disney diffuse shader
commit 6b5bab6cec
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 f6499c2676
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 7100640b65
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 419ee54411
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 6006f91e87
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Wed May 4 16:08:10 2016 +0200
disney implementation cleaned
commit 0ed0895914
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 0630b742d7
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Tue May 3 16:54:49 2016 +0200
added clearcoat implementation
commit 9f3d39744b
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Fri Apr 29 22:56:49 2016 +0200
disney diffuse und specular implemented
commit 9b26206376
Author: Pascal Schoen <pascal_schoen@gmx.net>
Date: Mon Apr 18 15:21:32 2016 +0200
disney diffuse is working correctly
commit 4711a3927d
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
This commit implements point density texture for Cycles shading nodes.
It's done via creating voxel texture at shader compilation time, Not
totally memory efficient, but avoids adding sampling code to kernel
(which keeps render time as low as possible), In the future this will
be compensated by using OpenVDB for more efficient storage of sparse
volume data.
Sampling of the voxel texture is happening at blender side and the
same code is used as for Blender Internal's renderer.
This texture is controlled by only object, particle system and radius.
Linear falloff is used and there's no turbulence. This is because
falloff is expected to happen using Curve Mapping node. Turbulence
will be done as a distortion on the input coordinate. It's already
possible to fake it using nose textures and in the future we can add
more proper turbulence distortion node, which then could also be used
for 2D texture mapping.
Particle color support is done by Lukas, thanks!
* Henyey-Greenstein scattering closure implementation.
* Rename transparent to absorption node and isotropic to scatter node.
* Volume density is folded into the closure weights.
* OSL support for volume closures and nodes.
* This commit has no user visible changes, there is no volume render code yet.
This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
For now this provides the following outputs:
- Color
- Light Vector
- Distance
- Shadow
- Visibility Factor
Note: Color output is multiplied by the lamp energy. Multiplication of
color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor
produces the exact same result as the Lambert shader.
Many thanks to Brecht for code review and discussion!
A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift.
Llimitations include:
-No glint or fresnel adjustments.
-The 'offset' is un-used when triangle primitives are used.
* First step towards a new vector transform node, to convert Points/Vectors between World/Object/Camera space.
This only contains the Blender UI, RNA... code, no Cycles integration yet.
* Added a node to convert wavelength (in nanometer, from 380nm to 780nm) to RGB values. This can be useful to match real world colors easier.
Example render:
http://www.pasteall.org/pic/show.php?id=53202
ToDo:
* Move some functions into an util file, maybe a common util_color.h or so.
* Test GPU, unfortunately sm_21 doesn't work for me yet.
well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.
It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.
Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.
The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.
There is also no GPU support yet, will test if I can get that working later.
Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF
Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
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/
Patch [#33445] - Experimental Cycles Hair Rendering (CPU only)
This patch allows hair data to be exported to cycles and introduces a new line segment primitive to render with.
The UI appears under the particle tab and there is a new hair info node available.
It is only available under the experimental feature set and for cpu rendering.
* Shader script node added, which stores either a link to a text datablock or
file on disk, and has functions to add and remove sockets.
* Callback RenderEngine.update_script_node(self, node) added for render engines
to compile the shader and update the node with new sockets.
Thanks to Thomas, Lukas and Dalai for the implementation.
Each BSDF node now has a Normal input, which can be used to set a custom normal
for the BSDF, for example if you want to have only bump on one of the layers in
a multilayer material.
The Bump node can be used to generate a normal from a scalar value, the same as
what happens when you connect a scalar value to the displacement output.
Documentation has been updated with the latest changes:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes
Patch by Agustin Benavidez, some implementation tweaks by me.
It's using the Ward BSDF currently, which has some energy loss so might be a bit
dark. More/better BSDF options can be implemented later.
Patch by Mike Farnsworth, some modifications by me. Currently it's not possible yet
to set a custom tangent, that will follow as part of per-bsdf normals patch.
The particle data is stored in a separate texture if any of the dupli objects uses particle info nodes in shaders. To map dupli objects onto particles the store an additional particle_index value, which is different from the simple dupli object index (only visible particles, also works for particle dupli groups mode).
Some simple use cases on the code.blender.org blog:
http://code.blender.org/index.php/2012/05/particle-info-node/