Brecht Van Lommel
d59102b545
Clamp subsurface weight to 0..1, allow specular tint > 1
buildbot/vexp-code-patch-coordinator Build done.
Details
2023-09-25 16:56:17 +02:00
Brecht Van Lommel
b3eecddc8b
Fix wrong Eevee SSS rendering
2023-09-25 16:39:31 +02:00
Brecht Van Lommel
4787d00f7a
Move ior_from_F0 and F0_from_ior in Eevee to better place, consistent names
2023-09-25 16:33:02 +02:00
Brecht Van Lommel
c4077be3bc
Improve comments and tooltips following review
2023-09-25 16:32:52 +02:00
Brecht Van Lommel
f310728ec6
Shaders: add "Weight" to Transmission/Subsurface/Coat/Sheen socket names
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Ref #112551
2023-09-25 15:28:10 +02:00
Brecht Van Lommel
c2f526e3a6
Shaders: rename Specular to Specular IOR Level in Principled BSDF
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To clarify that this is no longer the primary control, but rather
and adjustment on IOR.
Ref #99447
Ref #112552
2023-09-25 14:51:58 +02:00
Brecht Van Lommel
47f8a869b0
Eevee: optimize principled BSDF by skipping unused components
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Ref #99447
2023-09-25 14:51:58 +02:00
Alaska
6d9398c799
Shaders: clamp various shader inputs for Principled BSDF
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Ref #99447
Pull Request: #112774
2023-09-25 14:51:58 +02:00
Lukas Stockner
17c956c314
Shader: change Specular input on Principled BSDF to affect IOR
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This keeps the behavior similar to the Disney BRDF, where 0.5
is neutral and lower/higher values respectively decrease/increase
the dielectric specular. But it's more correct in that it's not
an arbitrary scale on Fresnel, but rather adjusting the IOR.
Ref #99447
Pull Request: #112552
2023-09-25 14:51:58 +02:00
Brecht Van Lommel
ca6745c83a
Shaders: move subsurface scale input below radius in Principled BSDF
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To help clarify that this is a scale on the radius.
Ref #99447
2023-09-25 14:51:58 +02:00
Brecht Van Lommel
e1f29f0521
Shader: rename subsurface scattering methods and change default
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Clarify that one was specifically designed for skin shading.
Ref #99447
2023-09-25 14:51:58 +02:00
Brecht Van Lommel
8c4f3d5446
Shader: use single Principled BSDF input for metallic and specular tint
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To match Standard Surface and OpenPBR.
Ref #99447
2023-09-25 14:51:58 +02:00
Brecht Van Lommel
b9cf291962
Shaders: rename Principled BSDF Emission to Emission Color
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Ref #99447
2023-09-25 14:51:58 +02:00
Weizhen Huang
c4b7ffd142
Shader: Change specular tint in Principled BSDF from float to color
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For more artistic control. Tints the reflection of dielectric materials
at normal incidence.
Ref #99447
Pull Request: #112192
2023-09-25 14:51:58 +02:00
Lukas Stockner
93a559c597
Cycles: Add Metallic Tint to Principled BSDF using F82-Tint model
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With the default value, this is backwards-compatible.
Ref #99447
Pull Request: #112551
2023-09-25 14:51:58 +02:00
Lukas Stockner
c41f6e313a
Fix Cycles OSL potentially skipping closures when using layering
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Pull Request: #112213
2023-09-25 11:49:46 +02:00