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 |
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