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Blender Git Statistics -> Branches -> cycles_disney_brdf

"Cycles_disney_brdf" branch

Total commits : 83
Total committers : 3
First Commit : May 17, 2016
Latest Commit : April 3, 2017

Commits by Month

DateNumber of Commits
April, 20171
March, 20173
February, 20173
January, 20172
December, 20161
November, 20164
October, 201613
September, 201611
August, 20166
July, 201611
June, 20161
May, 201627


AuthorNumber of Commits
Pascal Schön76
jens verwiebe3

Popular Files

FilenameTotal Edits

Latest commits Feed

Revision 9077890 by Schoen (cycles_disney_brdf)
April 3, 2017, 06:47 (GMT)
Merge branch 'master' into cycles_disney_brdf
Revision 76eebd9 by Schoen (cycles_disney_brdf)
March 30, 2017, 13:34 (GMT)
Updated copyright for the new files.
Revision 013f4a1 by Schoen (cycles_disney_brdf)
March 30, 2017, 13:32 (GMT)
Switched from multiplication of base and subsurface color to blending
between them using the subsurface parameter.
Revision 482ec5d by Schoen (cycles_disney_brdf)
March 13, 2017, 14:47 (GMT)
Fixed a bug that caused an additional white diffuse closure call when using
path tracing.
February 6, 2017, 10:32 (GMT)
Merge branch 'master' into cycles_disney_brdf
February 6, 2017, 10:30 (GMT)
Fixed the broken GLSL shader and implemented the Disney BRDF in the
real-time view port.
February 3, 2017, 13:24 (GMT)
Fix to comply strict compiler flags and some code cleanup
January 24, 2017, 08:59 (GMT)
Merge branch 'master' into cycles_disney_brdf
January 24, 2017, 08:28 (GMT)
Renamed the Disney BSDF to Principled BSDF.
December 2, 2016, 12:55 (GMT)
Removed reflection call when roughness is low because of artifacts.
November 16, 2016, 08:22 (GMT)
Indication if to use fresnel is now handled via the type of the BSDF.
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.

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