WIP: Shader: Add Artistic Conductor Fresnel type to Metallic BSDF #126871
@ -565,6 +565,9 @@ static ShaderNode *add_node(Scene *scene,
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}
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switch (b_metallic_node.fresnel_type()) {
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case BL::ShaderNodeBsdfMetallic::fresnel_type_ARTISTIC_CONDUCTOR:
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metal->set_fresnel_type(CLOSURE_BSDF_ARTISTIC_CONDUCTOR);
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break;
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case BL::ShaderNodeBsdfMetallic::fresnel_type_PHYSICAL_CONDUCTOR:
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metal->set_fresnel_type(CLOSURE_BSDF_PHYSICAL_CONDUCTOR);
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break;
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@ -103,6 +103,42 @@ ccl_device Spectrum fresnel_conductor(float cosi, const Spectrum eta, const Spec
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return (Rparl2 + Rperp2) * 0.5f;
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}
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/* Equations to map color to complex IOR, from "Artist Friendly Metallic Fresnel",
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* Ole Gulbrandsen,2014 https://jcgt.org/published/0003/04/03/paper.pdf */
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ccl_device float3 conductor_ior_from_color(float3 r, const float3 edge_tint)
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{
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r = clamp(r, zero_float3(), make_float3(0.99f));
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const float3 r_sqrt = sqrt(r);
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const float3 one = one_float3();
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const float3 n_min = (one - r) / (one + r);
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const float3 n_max = (one + r_sqrt) / (one - r_sqrt);
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return mix(n_max, n_min, edge_tint);
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}
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ccl_device float3 conductor_extinction_from_color(float3 r, const float3 eta)
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{
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r = clamp(r, zero_float3(), make_float3(0.99f));
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const float3 one = one_float3();
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const float3 np1 = eta + one;
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const float3 nm1 = eta - one;
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float3 k2 = ((r * np1 * np1) - (nm1 * nm1)) / (one - r);
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k2 = max(k2, zero_float3());
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return sqrt(k2);
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}
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ccl_device void complex_ior_from_base_edge(const float3 reflectivity,
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const float3 edge_tint,
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ccl_private float3 *eta,
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ccl_private float3 *k)
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{
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*eta = conductor_ior_from_color(reflectivity, edge_tint);
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*k = conductor_extinction_from_color(reflectivity, *eta);
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}
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ccl_device float ior_from_F0(float f0)
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{
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const float sqrt_f0 = sqrtf(clamp(f0, 0.0f, 0.99f));
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@ -37,6 +37,32 @@ color fresnel_conductor(float cosi, color eta, color k)
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return (Rparl2 + Rperp2) * 0.5;
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}
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/* Equations to map color to complex IOR, from "Artist Friendly Metallic Fresnel",
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* Ole Gulbrandsen,2014 https://jcgt.org/published/0003/04/03/paper.pdf */
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vector conductor_ior_from_color(color reflectivity, color edge_tint)
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{
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vector r = clamp(reflectivity, 0.0, 0.99);
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vector r_sqrt = sqrt(r);
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vector one = 1.0;
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vector n_min = (one - r) / (one + r);
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vector n_max = (one + r_sqrt) / (one - r_sqrt);
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return mix(n_max, n_min, edge_tint);
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}
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vector conductor_extinction_from_color(color reflectivity, vector n)
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{
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vector r = clamp(reflectivity, 0.0, 0.99);
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vector np1 = n + 1.0;
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vector nm1 = n - 1.0;
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vector k2 = ((r * np1 * np1) - (nm1 * nm1)) / (1.0 - r);
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k2 = max(k2, 0.0);
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return sqrt(k2);
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}
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float F0_from_ior(float eta)
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{
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float f0 = (eta - 1.0) / (eta + 1.0);
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@ -32,13 +32,23 @@ shader node_metallic_bsdf(color BaseColor = color(0.617, 0.577, 0.540),
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T = rotate(T, Rotation * M_2PI, point(0.0, 0.0, 0.0), Normal);
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}
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color F0 = clamp(BaseColor, color(0.0), color(1.0));
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color F82 = clamp(EdgeTint, color(0.0), color(1.0));
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if (fresnel_type == "f82") {
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color F0 = clamp(BaseColor, color(0.0), color(1.0));
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color F82 = clamp(EdgeTint, color(0.0), color(1.0));
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BSDF = microfacet_f82_tint(distribution, Normal, T, alpha_x, alpha_y, F0, F82);
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}
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else {
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BSDF = conductor_bsdf(
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Normal, T, alpha_x, alpha_y, max(IOR, 0.0), max(Extinction, 0.0), distribution);
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vector n, k;
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if (fresnel_type == "physical_conductor") {
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n = max(IOR, 0.0);
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k = max(Extinction, 0.0);
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}
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else {
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n = conductor_ior_from_color(F0, F82);
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k = conductor_extinction_from_color(F0, n);
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}
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BSDF = conductor_bsdf(Normal, T, alpha_x, alpha_y, n, k, distribution);
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}
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}
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@ -480,7 +480,8 @@ ccl_device
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break;
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}
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case CLOSURE_BSDF_PHYSICAL_CONDUCTOR:
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case CLOSURE_BSDF_F82_CONDUCTOR: {
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case CLOSURE_BSDF_F82_CONDUCTOR:
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case CLOSURE_BSDF_ARTISTIC_CONDUCTOR: {
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#ifdef __CAUSTICS_TRICKS__
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if (!kernel_data.integrator.caustics_reflective && (path_flag & PATH_RAY_DIFFUSE))
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break;
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@ -525,12 +526,20 @@ ccl_device
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const bool is_multiggx = (distribution == CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID);
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if (type == CLOSURE_BSDF_PHYSICAL_CONDUCTOR) {
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if (type == CLOSURE_BSDF_PHYSICAL_CONDUCTOR || type == CLOSURE_BSDF_ARTISTIC_CONDUCTOR) {
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ccl_private FresnelConductor *fresnel = (ccl_private FresnelConductor *)
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closure_alloc_extra(sd, sizeof(FresnelConductor));
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const float3 n = max(stack_load_float3(stack, base_ior_offset), zero_float3());
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const float3 k = max(stack_load_float3(stack, edge_tint_k_offset), zero_float3());
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float3 n, k;
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if (type == CLOSURE_BSDF_PHYSICAL_CONDUCTOR) {
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n = max(stack_load_float3(stack, base_ior_offset), zero_float3());
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k = max(stack_load_float3(stack, edge_tint_k_offset), zero_float3());
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}
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else {
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const float3 color = saturate(stack_load_float3(stack, base_ior_offset));
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const float3 tint = saturate(stack_load_float3(stack, edge_tint_k_offset));
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complex_ior_from_base_edge(color, tint, &n, &k);
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}
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fresnel->n = rgb_to_spectrum(n);
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fresnel->k = rgb_to_spectrum(k);
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@ -432,6 +432,7 @@ typedef enum ClosureType {
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/* Glossy */
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CLOSURE_BSDF_PHYSICAL_CONDUCTOR, /* virtual closure */
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CLOSURE_BSDF_ARTISTIC_CONDUCTOR, /* virtual closure */
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CLOSURE_BSDF_F82_CONDUCTOR, /* virtual closure */
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CLOSURE_BSDF_MICROFACET_GGX_ID,
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CLOSURE_BSDF_MICROFACET_BECKMANN_ID,
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@ -1199,6 +1199,7 @@ int ShaderGraph::get_num_closures()
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num_closures += MAX_VOLUME_STACK_SIZE;
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}
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else if (closure_type == CLOSURE_BSDF_PHYSICAL_CONDUCTOR ||
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closure_type == CLOSURE_BSDF_ARTISTIC_CONDUCTOR ||
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closure_type == CLOSURE_BSDF_F82_CONDUCTOR ||
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closure_type == CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID ||
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closure_type == CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID ||
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@ -2460,8 +2460,9 @@ NODE_DEFINE(MetallicBsdfNode)
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static NodeEnum fresnel_type_enum;
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fresnel_type_enum.insert("f82", CLOSURE_BSDF_F82_CONDUCTOR);
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fresnel_type_enum.insert("artist_conductor", CLOSURE_BSDF_ARTISTIC_CONDUCTOR);
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fresnel_type_enum.insert("physical_conductor", CLOSURE_BSDF_PHYSICAL_CONDUCTOR);
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SOCKET_ENUM(fresnel_type, "fresnel_type", fresnel_type_enum, CLOSURE_BSDF_F82_CONDUCTOR);
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SOCKET_ENUM(fresnel_type, "fresnel_type", fresnel_type_enum, CLOSURE_BSDF_ARTISTIC_CONDUCTOR);
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SOCKET_IN_COLOR(edge_tint, "Edge Tint", make_float3(0.695f, 0.726f, 0.770f));
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@ -347,6 +347,11 @@ ccl_device_inline float3 mix(const float3 a, const float3 b, float t)
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return a + t * (b - a);
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}
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ccl_device_inline float3 mix(const float3 a, const float3 b, float3 t)
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{
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return a + t * (b - a);
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}
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ccl_device_inline float3 rcp(const float3 a)
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{
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# ifdef __KERNEL_SSE__
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@ -2114,7 +2114,8 @@ enum {
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/* Conductive fresnel types */
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enum {
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SHD_PHYSICAL_CONDUCTOR = 0,
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SHD_CONDUCTOR_F82 = 1,
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SHD_ARTISTIC_CONDUCTOR = 1,
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SHD_CONDUCTOR_F82 = 2,
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};
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/* glossy distributions */
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@ -4134,6 +4134,11 @@ static const EnumPropertyItem node_metallic_fresnel_type_items[] = {
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0,
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"Physical Conductor",
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"Fresnel conductor based on the complex refractive index per color channel"},
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{SHD_ARTISTIC_CONDUCTOR,
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"ARTISTIC_CONDUCTOR",
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0,
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"Artistic Conductor",
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"Fresnel conductor with artist friendly color inputs"},
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{SHD_CONDUCTOR_F82,
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"F82",
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0,
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