Blender Git Statistics -> Branches -> cycles_disney_bsdf_transmittance
"Cycles_disney_bsdf_transmittance" branch
Total commits : 79
Total committers : 2
First Commit : May 17, 2016
Latest Commit : December 2, 2016
Commits by Month
Date | Number of Commits | |
---|---|---|
December, 2016 | 3 | |
November, 2016 | 7 | |
October, 2016 | 13 | |
September, 2016 | 11 | |
August, 2016 | 6 | |
July, 2016 | 11 | |
June, 2016 | 1 | |
May, 2016 | 27 |
Committers
Author | Number of Commits |
---|---|
Pascal Schön | 76 |
jens verwiebe | 3 |
Popular Files
Filename | Total Edits |
---|---|
svm_closure.h | 36 |
node_disney_bsdf.osl | 25 |
bsdf_disney_diffuse.h | 25 |
nodes.cpp | 21 |
osl_closures.cpp | 20 |
nodes.h | 18 |
svm_types.h | 17 |
bsdf.h | 16 |
stdosl.h | 16 |
node_shader_bsdf_disney.c | 15 |
Latest commits
December 2, 2016, 12:56 (GMT) |
Merge branch 'cycles_disney_brdf' into cycles_disney_bsdf_transmittance |
December 2, 2016, 12:55 (GMT) |
Removed reflection call when roughness is low because of artifacts. |
December 2, 2016, 12:43 (GMT) |
Enhanced the thin surface specular transmission approximation by a simple reflection to the other side without refracting it (refraction approximately cancels for thin surfaces). |
November 16, 2016, 08:22 (GMT) |
Indication if to use fresnel is now handled via the type of the BSDF. |
November 16, 2016, 07:20 (GMT) |
Better roughness remapping for thin surface specular refractions. |
November 15, 2016, 09:53 (GMT) |
Implemented the specular transmission part of the thin surface approximation. |
November 14, 2016, 15:58 (GMT) |
Implemented the thin surface diffuse part. |
November 11, 2016, 12:04 (GMT) |
Fixed an error in the clearcoat where it appeared too bright for default light sources (like directional lights) |
November 7, 2016, 11:04 (GMT) |
Resolved inconsistencies in using tabs and spaces |
November 7, 2016, 07:13 (GMT) |
Improved the clearcoat part by using GTR1 instead of GTR2 |
October 31, 2016, 10:31 (GMT) |
Use reflection BSDF for glossy reflections when roughness is 0.0 to reduce computational expense and some code cleanup Code cleanup includes: - Code style cleanup and removed unused code - Consolidated code in the bsdf_microfacet_multi_impl.h to reduce some computational expense |
October 26, 2016, 06:51 (GMT) |
Fixed glossy reflections and refractions for low roughness values and cleaned up the code. For low roughness values, the reflections had some strange behavior. |
October 25, 2016, 10:37 (GMT) |
Removed default values in setup functions and added extra functions for GGX with fresnel. |
October 25, 2016, 09:09 (GMT) |
Switched from uniform to cosine hemisphere sampling for the diffuse and the sheen part. |
October 24, 2016, 14:17 (GMT) |
Removed the color parameters from the diffuse and sheen shader and use them as closure weights instead. |
October 24, 2016, 07:57 (GMT) |
Fixed the issue with artifacts when using anisotropy without linking the tangent input to a tangent node. |
October 24, 2016, 07:14 (GMT) |
Added subsurface radius parameter to control the per color channel effection radius of the subsurface scattering. |
October 24, 2016, 06:14 (GMT) |
Rearranged the inputs of the shader. |
October 21, 2016, 07:27 (GMT) |
Put spaces in the parameter names of the shader node |
October 21, 2016, 06:51 (GMT) |
Removed code that isn't in use anymore |
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