Principled v2 combined changes for 4.0 #112848

Closed
Brecht Van Lommel wants to merge 16 commits from brecht:principled into main

When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.

16 Commits

Author SHA1 Message Date
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
Ref #112551
2023-09-25 15:28:10 +02:00
Brecht Van Lommel c2f526e3a6 Shaders: rename Specular to Specular IOR Level in Principled BSDF
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
Ref #99447
2023-09-25 14:51:58 +02:00
Alaska 6d9398c799 Shaders: clamp various shader inputs for Principled BSDF
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
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
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
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
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
Ref #99447
2023-09-25 14:51:58 +02:00
Weizhen Huang c4b7ffd142 Shader: Change specular tint in Principled BSDF from float to color
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
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
Pull Request: #112213
2023-09-25 11:49:46 +02:00