Blender Git Loki

Blender Git "cycles_disney_brdf" branch commits.

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August 16, 2016, 13:17 (GMT)
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
August 3, 2016, 13:05 (GMT)
Merge branch 'master' into cycles_disney_brdf
August 3, 2016, 13:00 (GMT)
Implemented the Disney clearcoat as a variation of the microfacet bsdf,
removed the transparency roughness again and added an input for
anisotropic rotations
August 3, 2016, 09:42 (GMT)
Merge branch 'master' into cycles_disney_brdf
July 26, 2016, 14:29 (GMT)
Base color now applied again to the refraction of transparent Disney
materials
July 26, 2016, 14:05 (GMT)
Added subsurface color parameter to the Disney shader
July 26, 2016, 10:30 (GMT)
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
July 26, 2016, 10:23 (GMT)
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
July 25, 2016, 14:26 (GMT)
Now one can disable specular reflactions again by setting specular and
metallic to 0 (cracked this in the previous commit)
July 25, 2016, 14:11 (GMT)
fixed the Disney SSS and cleaned the initialization of the Disney shaders
July 25, 2016, 14:09 (GMT)
fixed an error that was caused by the missing LABEL_REFLECT in the Disney
diffuse shader
July 21, 2016, 23:15 (GMT)
Rollback attempt to fix sss crashing, it prevented crash by disabling sss completely, thus useless
July 21, 2016, 21:11 (GMT)
Add an undef for sc_next for safety
July 20, 2016, 22:15 (GMT)
Attempt to fix Disney SSS
July 20, 2016, 09:13 (GMT)
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)
June 7, 2016, 08:24 (GMT)
Disney BSDF is now supporting CUDA
May 31, 2016, 09:18 (GMT)
Added parameters IOR and Transparency for refractions

With this, the Disney BRDF/BSSRDF is extended by the BTDF part.
May 30, 2016, 13:08 (GMT)
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
May 30, 2016, 10:40 (GMT)
Switched to the improved subsurface scattering from Christensen and
Burley
May 30, 2016, 08:16 (GMT)
Added Disney Sheen shader as a preparation to get to a BSSRDF
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021