<div dir="ltr">Hey folks,<div><br></div><div>Indeed, vector socket like the SSS radius is the way to go.</div><div><br></div><div>As for presets, I think we should have this as a todo for a later stage. We could benefit with presets for many areas, such as wavelengths, color temperatures, SSS presets like BI, and even complete material setups.</div>
<div>This is not a new idea of course, I just think if we're to add presets for certain things, we should begin doing the same for others similarly.</div><div><br></div><div>Instead of (or in addition to) presets, some nice documentation with those measured Eta and K values will be important - I've little experience with this sort of physically based shading, but if you need any help with the documentation I'd be glad to.</div>
<div><br></div><div>Great job on this Lukas :) I've no doubt many folk will appreciate it.</div><div><br></div><div>Cheers,</div><div>Greg Zaal</div></div><div class="gmail_extra"><br><br><div class="gmail_quote">On 26 December 2013 20:23, Thomas Dinges <span dir="ltr"><<a href="mailto:blender@dingto.org" target="_blank">blender@dingto.org</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Oh and I forgot, we already have a fresnel_conductor() function, which<br>
is currently unused in bsdf_util.h, maybe you can re-use that?<br>
For OSL you would need to copy the code into node_fresnel.h, and include<br>
this in the OSL shader then.<br>
<br>
Am 26.12.2013 19:17, schrieb Thomas Dinges:<br>
<div class="HOEnZb"><div class="h5">> Hi,<br>
> looks good already, thank you.<br>
><br>
> I wouldn't go with color sockets, that is weird, as the resulting color<br>
> is not what the user sets. Probably it would be better to use vector<br>
> sockets for this, but I leave this decision to Brecht. (We already use<br>
> the Vector socket for SSS RGB Radius).<br>
><br>
> As for presets, not sure. We don't have presets yet for (Shading) Nodes,<br>
> but maybe this could be added.<br>
><br>
> Also on a side note, maybe you'd like to use this here to upload<br>
> patches: <a href="https://developer.blender.org/differential/diff/create/" target="_blank">https://developer.blender.org/differential/diff/create/</a><br>
> This way its easier to review the code and we have all infos/patches in<br>
> one place. :)<br>
><br>
> Best regards,<br>
> Thomas<br>
><br>
> Am 26.12.2013 17:45, schrieb Lukas Stockner:<br>
>> Wow, adding a node was really difficult, but I got it working. Attached is a<br>
>> patch that adds a "Conductive BSDF" which just calculates reflectance based on<br>
>> the Fresnel equation for conductors.<br>
>><br>
>> Its inputs are Eta and K, the coefficients of the complex IOR, and Roughness. It<br>
>> supports Sharp, Beckmann and GGX microfacets. Performance and sampling look<br>
>> just as good as the Glossy BSDF. I haven't tried the OSL version yet since I<br>
>> can't get it to build, but the shader itself works in standard 2.69.7 in the<br>
>> script node. GPU should work, but not tested since my GPU still is Compute<br>
>> Capability 1.3.<br>
>><br>
>> Two questions remain: First, how should the ETa and K values be input?<br>
>> Currently, since thay are RGB, they just show up as a color. However, their<br>
>> compontents can easily reach 5 and higher. 6 Sliders, on the other hand, ane<br>
>> probably overkill. Second, should there be a set of preset coefficients to<br>
>> choose from (like in the LuxRender plugin), or just a list somewhere in the<br>
>> Wiki?<br>
>><br>
>> I have rendered a simple demo, the image is on<br>
>> <a href="http://postimg.org/image/70vyf00yp/" target="_blank">http://postimg.org/image/70vyf00yp/</a> . From left to right, the materials are:<br>
>> Silver, Gold, Chrome, Copper and Aluminium. The coefficients are simply from<br>
>> multiplication of the PBRT measurements with the CIE XYZ curves and a<br>
>> transform to sRGB. If someone is interested, I could post an Octave script for<br>
>> it.<br>
>><br>
>> Lukas Stockner<br>
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