
commit90778901c9
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 commit76eebd9379
Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Thu Mar 30 15:34:20 2017 +0200 Updated copyright for the new files. commit013f4a152a
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. commit482ec5d1f2
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. commit26e906d162
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 commit0593b8c51b
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. commit8c7e11423b
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 commit17724e9d2d
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 commit379ba346b0
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jan 24 09:28:56 2017 +0100 Renamed the Disney BSDF to Principled BSDF. commitf80dcb4f34
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. commit732db8a57f
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. commit0103659f5e
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) commit0aa68f5335
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Nov 7 12:04:38 2016 +0100 Resolved inconsistencies in using tabs and spaces commitf5897a9494
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 commit3dfc240e61
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 commita2dd0c5faf
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. commit9817375912
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. commitbbc5d9d452
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. commitd52d8f2813
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. commit8f3d927385
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. commitd93f680db9
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. commitc708c3e53b
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 08:14:10 2016 +0200 Rearranged the inputs of the shader. commitdfbfff9c38
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 commite5a748ced1
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 08:51:20 2016 +0200 Removed code that isn't in use anymore commit75992bebc1
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 08:50:07 2016 +0200 Code style cleanup commit4dfcf455f7
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 commit243a0e3eb8
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. commit2a5ac50922
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 commite1fa862391
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 commitd0530a8af0
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. commit3f4fc826bd
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 commit4d3a0032ec
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Sep 26 12:35:36 2016 +0200 Enhanced performance for Disney materials without subsurface scattering commit3cd5eb56cf
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 commit7cb37d7119
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. commitcdd29d06bb
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 commit02c315aeb0
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 6 15:16:09 2016 +0200 Implemented the OSL part of the Disney shader commit5f880293ae
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 commit630b80e08b
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 2 10:52:13 2016 +0200 Fresnel in the microfacet multiscatter implementation improved commit0d9f4d7acb
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 commit9eed34c7d9
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 commitef29aaee1a
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 commit88567af085
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 commitcc267e52f2
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 commit81f6c06b1f
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 commitece5a08e0d
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 commite3aff6849e
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 16:05:19 2016 +0200 Added subsurface color parameter to the Disney shader commitb3ca6d8a2f
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 commitd68729300e
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 commitcb6e500b12
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) commitbfb9cb11b5
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 commit642c0fdad1
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 commitc10b484dca
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 commit462bba3f97
Author: Jens Verwiebe <info@jensverwiebe.de> Date: Thu Jul 21 23:11:59 2016 +0200 Add an undef for sc_next for safety commit32d348577d
Author: Jens Verwiebe <info@jensverwiebe.de> Date: Thu Jul 21 00:15:48 2016 +0200 Attempt to fix Disney SSS commitdbad91ca6d
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) commit50ea5e3e34
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jun 7 10:24:50 2016 +0200 Disney BSDF is now supporting CUDA commit10974cc826
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. commit218202c090
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 commitdd139ead7e
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 commit11160fa4e1
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 commitcee4fe0cc9
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 commit4f955d0523
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 commit1f5c41874b
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 commitd4b814e930
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 commitb86a1f5ba5
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 commit585b886236
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 commitf91a286398
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. commit30da91c9c5
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 16:08:10 2016 +0200 disney implementation cleaned commit30d41da0f0
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 13:23:07 2016 +0200 added the disney brdf as a shader node commit1f099fce24
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 3 16:54:49 2016 +0200 added clearcoat implementation commit00a1378b98
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Apr 29 22:56:49 2016 +0200 disney diffuse und specular implemented commit6baa7a7eb7
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 15:21:32 2016 +0200 disney diffuse is working correctly commitd8fa169bf3
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 08:41:53 2016 +0200 added vessel for disney diffuse shader commit6b5bab6cec
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 commitf6499c2676
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 commit7100640b65
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 commit419ee54411
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. commit6006f91e87
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 16:08:10 2016 +0200 disney implementation cleaned commit0ed0895914
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 13:23:07 2016 +0200 added the disney brdf as a shader node commit0630b742d7
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 3 16:54:49 2016 +0200 added clearcoat implementation commit9f3d39744b
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Apr 29 22:56:49 2016 +0200 disney diffuse und specular implemented commit9b26206376
Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 15:21:32 2016 +0200 disney diffuse is working correctly commit4711a3927d
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
141 lines
5.1 KiB
C++
141 lines
5.1 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file NOD_shader.h
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* \ingroup nodes
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*/
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#ifndef __NOD_SHADER_H__
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#define __NOD_SHADER_H__
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#include "BKE_node.h"
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extern struct bNodeTreeType *ntreeType_Shader;
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/* the type definitions array */
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/* ****************** types array for all shaders ****************** */
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void register_node_tree_type_sh(void);
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void register_node_type_sh_group(void);
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void register_node_type_sh_output(void);
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void register_node_type_sh_material(void);
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void register_node_type_sh_camera(void);
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void register_node_type_sh_lamp(void);
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void register_node_type_sh_value(void);
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void register_node_type_sh_rgb(void);
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void register_node_type_sh_mix_rgb(void);
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void register_node_type_sh_valtorgb(void);
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void register_node_type_sh_rgbtobw(void);
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void register_node_type_sh_texture(void);
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void register_node_type_sh_normal(void);
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void register_node_type_sh_gamma(void);
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void register_node_type_sh_brightcontrast(void);
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void register_node_type_sh_geom(void);
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void register_node_type_sh_mapping(void);
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void register_node_type_sh_curve_vec(void);
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void register_node_type_sh_curve_rgb(void);
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void register_node_type_sh_math(void);
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void register_node_type_sh_vect_math(void);
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void register_node_type_sh_squeeze(void);
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void register_node_type_sh_dynamic(void);
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void register_node_type_sh_material_ext(void);
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void register_node_type_sh_invert(void);
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void register_node_type_sh_seprgb(void);
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void register_node_type_sh_combrgb(void);
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void register_node_type_sh_sephsv(void);
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void register_node_type_sh_combhsv(void);
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void register_node_type_sh_sepxyz(void);
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void register_node_type_sh_combxyz(void);
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void register_node_type_sh_hue_sat(void);
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void register_node_type_sh_tex_brick(void);
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void register_node_type_sh_tex_pointdensity(void);
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void register_node_type_sh_attribute(void);
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void register_node_type_sh_geometry(void);
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void register_node_type_sh_light_path(void);
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void register_node_type_sh_light_falloff(void);
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void register_node_type_sh_object_info(void);
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void register_node_type_sh_fresnel(void);
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void register_node_type_sh_wireframe(void);
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void register_node_type_sh_wavelength(void);
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void register_node_type_sh_blackbody(void);
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void register_node_type_sh_layer_weight(void);
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void register_node_type_sh_tex_coord(void);
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void register_node_type_sh_particle_info(void);
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void register_node_type_sh_hair_info(void);
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void register_node_type_sh_script(void);
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void register_node_type_sh_normal_map(void);
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void register_node_type_sh_tangent(void);
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void register_node_type_sh_vect_transform(void);
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void register_node_type_sh_ambient_occlusion(void);
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void register_node_type_sh_background(void);
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void register_node_type_sh_bsdf_diffuse(void);
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void register_node_type_sh_bsdf_glossy(void);
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void register_node_type_sh_bsdf_glass(void);
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void register_node_type_sh_bsdf_refraction(void);
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void register_node_type_sh_bsdf_translucent(void);
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void register_node_type_sh_bsdf_transparent(void);
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void register_node_type_sh_bsdf_velvet(void);
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void register_node_type_sh_bsdf_toon(void);
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void register_node_type_sh_bsdf_anisotropic(void);
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void register_node_type_sh_bsdf_principled(void);
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void register_node_type_sh_emission(void);
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void register_node_type_sh_holdout(void);
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void register_node_type_sh_volume_absorption(void);
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void register_node_type_sh_volume_scatter(void);
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void register_node_type_sh_bsdf_hair(void);
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void register_node_type_sh_subsurface_scattering(void);
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void register_node_type_sh_mix_shader(void);
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void register_node_type_sh_add_shader(void);
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void register_node_type_sh_uvmap(void);
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void register_node_type_sh_uvalongstroke(void);
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void register_node_type_sh_output_lamp(void);
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void register_node_type_sh_output_material(void);
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void register_node_type_sh_output_world(void);
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void register_node_type_sh_output_linestyle(void);
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void register_node_type_sh_tex_image(void);
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void register_node_type_sh_tex_environment(void);
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void register_node_type_sh_tex_sky(void);
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void register_node_type_sh_tex_voronoi(void);
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void register_node_type_sh_tex_gradient(void);
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void register_node_type_sh_tex_magic(void);
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void register_node_type_sh_tex_wave(void);
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void register_node_type_sh_tex_musgrave(void);
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void register_node_type_sh_tex_noise(void);
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void register_node_type_sh_tex_checker(void);
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void register_node_type_sh_bump(void);
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#endif
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