Shader: Add Conductor BSDF Node #114958
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Delete Branch "Alaska/blender:metallic-bsdf"
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Add Conductor BSDF Node to the shader editor.
This node is basically the Glossy BSDF, but with different Fresnel
options, and the anisotropy input is interpreted differently to match
the Principled BSDF's interpretation of these inputs.
This node supports F82 and Conductor fresnel options.
n, k
values to easilyrecreate real life metals.
to allow users to work in colors instead of
n, k
values.Images:
Node with the 3 fresnel types:
When using the same settings, the
F82 Tint
mode will produce the same result as a Metallic Principled BSDF.Comparing the
F82 Tint
mode toConductor - Artistic
, the most notable thing is thatConductor - Artistic
can't produce as strong of an edge tint asF82 Tint
, with many combinations producing no noticable tint (like the example image below). This generally matches the MaterialX setup for a Artistic Conductor.The
Conductor
mode can reproduce any material that can be created with theConductor - Artistic
mode, and possibly more? This is done by defining then, k
values directly rather than defining colors and turning them inton, k
values. The main benefit this offers is that it allows people to taken, k
values from real life materials if material accuracy is important. A list containing somen, k
values can be found here: https://physicallybased.info/n, k
n, k
n, k
Intially when I mentioned adding this to Blender, it was going to be called the "Metallic BSDF". But I renamed it to the "Conductor BSDF" in line with MaterialX.
Please let me know if you want the name changed.
What is the difference between this and Glossy BSDF?
Generally this is good to have, but I think we should a) support the full range of Microfacet distributions and b) have an enum for switching between F82 Fresnel and the proper conductive Fresnel (which currently is only available through OSL), potentially also the Artist-Friendly Base/Edge Color reparametrization since enough other tools use it and it's quite straightforward to add without a new closure.
Is the OSL "proper conductive Fresnel"
osl_closure_conductor_bsdf_setup()
in/intern/cycles/kernel/osl/closures_setup.h
or is it something else?Sorry, it's not clear to me what you mean by this. Do you mean add an option to switch between a Base/Edge color input, and a
n, k
input? For both the F82 Fresnel and the Conductive Fresnel?I just wanted to add the commit message of one of the recent commits to explain recent changes. Also it includes a list of TODOs that I couldn't figure out. Help on the TODOs would be appreciated.
Notable changes from previous revision of Conductor BSDF:
There are three "Fresnel Types" that can be selected on the node.
bsdf_microfacet_setup_fresnel_conductor()
in Cycles. Takes a ColorBase
andTint
input making it "artist friendly" compared to theConductor Fresnel
option (see below). Automatic code is run to turn these colors inton, k
values forfresnel_conductor
(which usesn, k
values).bsdf_microfacet_setup_fresnel_f82_tint()
in Cycles. Takes a Color "Base" and "Tint" input. This option should match a metallic Principled BSDF material.bsdf_microfacet_setup_fresnel_conductor()
in Cycles. Takesn, k
values as inputs.Base
andF82 tint
colors and uses them in the F82 tint formula. This causes rendering differences between EEVEE and Cycles.Various functions have been added to support the new
Conductor Fresnel - Artistic
.conductor_ior_from_color
andconductor_extinction_from_color
functions to getn, k
values from colorBase
andTint
inputs."Artist Friendly Metallic Fresnel", Ole Gulbrandsen, 2014
.artistic_ior
node.General other changes (E.G. Change names of certain inputs, adjust default values, etc.)
TODO:
@LukasStockner, can you review this one?
Checkout
From your project repository, check out a new branch and test the changes.