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
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