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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

DateNumber of Commits
December, 20163
November, 20167
October, 201613
September, 201611
August, 20166
July, 201611
June, 20161
May, 201627

Committers

AuthorNumber of Commits
Pascal Schön76
jens verwiebe3

Popular Files

FilenameTotal Edits
svm_closure.h36
bsdf_disney_diffuse.h25
node_disney_bsdf.osl25
nodes.cpp21
osl_closures.cpp20
nodes.h18
svm_types.h17
bsdf.h16
stdosl.h16
node_shader_bsdf_disney.c15

Latest commits Feed

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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