Blender Git Commit Log

Git Commits -> Revision dbad91c

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)

Commit Details:

Full Hash: dbad91ca6d46f5a4a6f2ba7ed4c811ffa723942f
Parent Commit: 50ea5e3
Lines Changed: +93, -28

5 Modified Paths:

/intern/cycles/kernel/shaders/node_disney_bsdf.osl (+16, -11) (Diff)
/intern/cycles/kernel/svm/svm_closure.h (+70, -13) (Diff)
/intern/cycles/render/nodes.cpp (+5, -3) (Diff)
/intern/cycles/render/nodes.h (+1, -1) (Diff)
/source/blender/nodes/shader/nodes/node_shader_bsdf_disney.c (+1, -0) (Diff)
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021