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 |
May 30, 2016, 07:08 (GMT) |
Merge branch 'cycles_disney_brdf' of git.blender.org:blender into cycles_disney_brdf Conflicts: intern/cycles/kernel/closure/bsdf_disney_clearcoat.h intern/cycles/kernel/closure/bsdf_disney_diffuse.h intern/cycles/kernel/closure/bsdf_disney_specular.h intern/cycles/kernel/closure/bsdf_util.h intern/cycles/kernel/osl/CMakeLists.txt intern/cycles/kernel/osl/bsdf_disney_clearcoat.cpp intern/cycles/kernel/osl/bsdf_disney_diffuse.cpp intern/cycles/kernel/osl/bsdf_disney_specular.cpp intern/cycles/kernel/osl/osl_closures.h intern/cycles/kernel/shaders/node_disney_bsdf.osl intern/cycles/render/nodes.cpp intern/cycles/render/nodes.h |
May 24, 2016, 14:51 (GMT) |
SVM and OSL are both working for the simple version of the Disney BRDF |
May 24, 2016, 14:51 (GMT) |
Disney node can be used without SVM and started to cleanup the OSL implementation There is still some wrong behavior for SVM for the Schlick Fresnel part at the specular and clearcoat |
May 24, 2016, 14:51 (GMT) |
Switched from a parameter struct for Disney parameters to ShaderClosure params |
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