October 21, 2016, 06:50 (GMT) |
Code style cleanup |
October 20, 2016, 08:41 (GMT) |
Merge branch 'master' into cycles_disney_brdf |
October 20, 2016, 08:01 (GMT) |
Switching between OSL and SVM is more consistant now when using Disney BSDF. There were some minor differences in the OSL implementation, e.g. the refraction roughness was missing. |
September 27, 2016, 07:17 (GMT) |
Fixed a bug that caused transparency to be always white when using OSL and selecting GGX as distribution of the Disney BSDF |
September 27, 2016, 06:59 (GMT) |
Merge branch 'master' into cycles_disney_brdf |
September 27, 2016, 06:53 (GMT) |
Cleanup the Disney BSDF implementation and removing unneeded files. |
September 27, 2016, 06:36 (GMT) |
Unified the OSL implementation of the Disney clearcoat as a simple microfacet shader like it was previously done in SVM |
September 26, 2016, 10:35 (GMT) |
Enhanced performance for Disney materials without subsurface scattering |
September 16, 2016, 06:47 (GMT) |
Fixed a bug in the Disney BSDF that caused specular reflections to be too bright and diffuse is now reacting to the roughness again - A normalization for the fresnel was missing which caused the specular reflections to become too bright for the single-scatter GGX - The roughness value for the diffuse BSSRDF part has always been overwritten and thus always 0 - Also the performance for refractive materials with roughness=0.0 has been improved |
September 8, 2016, 10:24 (GMT) |
Added selection field to the Disney BSDF node for switching between "Multiscatter GGX" and "GGX" In the "GGX" mode there is an additional parameter for changing the refraction roughness for materials with smooth surfaces and rough interns (e.g. honey). With the "Multiscatter GGX" this effect can't be produced at the moment and so here will be no separation of the two roughness values. |
September 6, 2016, 13:59 (GMT) |
Merge branch 'master' into cycles_disney_brdf |
September 6, 2016, 13:16 (GMT) |
Implemented the OSL part of the Disney shader |
September 2, 2016, 08:53 (GMT) |
Merge branch 'master' into cycles_disney_brdf |
September 2, 2016, 08:52 (GMT) |
Fresnel in the microfacet multiscatter implementation improved |
August 26, 2016, 09:11 (GMT) |
Fixed refraction roughness problem (refractions were always 100% rough) and set IOR of clearcoat to 1.5 |
August 16, 2016, 13:22 (GMT) |
Merge branch 'master' into cycles_disney_brdf |
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 |
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