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    <div class="moz-cite-prefix">Pardon my asking, but what is
      clearcloat?  Is that a simulation of having a thin layer of
      glossy/transmissive material on top of another?  (eg: simulating
      things like varnish)<br>
      <br>
      On 05/11/2016 01:36 PM, "Pascal Schön" wrote:<br>
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      <div class="mail_android_message" style="line-height: 1; padding:
        0.5em">Thanks for your quick replies. <br>
        <br>
        Some words to the implementation:<br>
        <br>
        I've already splitted the BRDF into three closures after trying
        to get a single closure implementation to work correctly. But it
        came to my mind that this would be against the cycles
        architecture of splitting stuff into diffuse and glossy. And it
        made it also much more complex.<br>
        <br>
        The three closures are:<br>
        - disney_diffuse(...): Calculates the Burley diffuse term,
        subsurface scattering and the sheen<br>
        - disney_specular(...): Calculates the "normal" specular
        highlight and the metalness (also anisotropy is included here)<br>
        - disney_clearcoar(...): By this the clearcoat specular
        highlight is calculated (less bright and no anisotropy)<br>
        <br>
        In an OSL script, which is also the script for the node, these
        three closures are called correctly and added together. <br>
        <br>
        I've already seen the updated version of the Disney BRDF but I
        wanted to focus on the more simple one that was proposed in
        2012. The additionals (like getting from a BRDF to a BSDF) would
        be one of the next steps. <br>
        <br>
        I'm going to commit my implementation to a new branch next week,
        because this week is a bit stressful and as it is my first
        commit, I wanted to take some time for it. <br>
        <br>
        Pascal<br>
      </div>
      <div class="mail_android_quote" style="line-height: 1; padding:
        0.3em">On 11.05.16, 19:06 Stefan Werner
        <a class="moz-txt-link-rfc2396E" href="mailto:swerner@smithmicro.com">&lt;swerner@smithmicro.com&gt;</a> wrote:
        <blockquote class="gmail_quote" style="margin: 0.8ex 0pt 0pt
          0.8ex; border-left: 1px solid rgb(204, 204, 204);
          padding-left: 1ex;"> Eventually, it might be interesting to
          split it into separate closures, so that one can still use
          separate ray counts for specular/diffuse/transmission and get
          them to render into separate passes. This will probably
          require to put fresnel back into the closures (going back in
          history, it looks like Cycles initially had that).<br>
          <br>
          Stefan Werner | Senior Software Engineer; Productivity &amp;
          Graphics<br>
          Smith Micro Software, Inc. |<a moz-do-not-send="true"
            href="http://www.smithmicro.com" target="_blank">
            http://www.smithmicro.com</a> &lt;<a moz-do-not-send="true"
            href="http://www.smithmicro.com/" target="_blank">http://www.smithmicro.com/</a>&gt;<br>
          <br>
          <br>
          <br>
          <br>
          <br>
          On 5/11/16, 4:18 PM, <a class="moz-txt-link-rfc2396E" href="mailto:bf-cycles-bounces@blender.orgonbehalfofLukasStockner">"bf-cycles-bounces@blender.org on behalf
          of Lukas Stockner"</a> <a class="moz-txt-link-rfc2396E" href="mailto:bf-cycles-bounces@blender.orgonbehalfoflukas.stockner@freenet.de">&lt;bf-cycles-bounces@blender.org on behalf
          of lukas.stockner@freenet.de&gt;</a> wrote:<br>
          <br>
          &gt;Hi!<br>
          &gt;<br>
          &gt;The Disney BRDF shader is actually pretty interesting for
          Cycles!<br>
          &gt;I've played around with it for a while as well, but my
          code isn't fully<br>
          &gt;working yet, so it'd be awesome to have your code around.<br>
          &gt;<br>
          &gt;Some notes:<br>
          &gt;- There's actually a later revision of the paper you
          linked with a few<br>
          &gt;more details, might be handy:<br>
          &gt;<a moz-do-not-send="true"
href="https://disney-animation.s3.amazonaws.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf"
            target="_blank">https://disney-animation.s3.amazonaws.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf</a><br>
          &gt;- There's also a completely revised BSDF that includes
          actual subsurface<br>
          &gt;scattering and transmission, and they note that it solves
          a few issues<br>
          &gt;with energy conservation and path tracing in general that
          the original<br>
          &gt;2012 BRDF has:<br>
          &gt;<a moz-do-not-send="true"
href="http://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf"
            target="_blank">http://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf</a><br>
          &gt;- I'm currently working on energy-conserving microfacet
          closures, which<br>
          &gt;would pretty much solve the issue that caused them to
          include the sheen<br>
          &gt;stuff - at the cost of not being 100% compatible to other
          implementations.<br>
          &gt;<br>
          &gt;But that can all be handled later - in general, it would
          be awesome to<br>
          &gt;have the Disney BRDF/BSDF in Cycles, and your code would
          certainly be<br>
          &gt;welcome! Even if we go with the revised BSDF, it is pretty
          similar to<br>
          &gt;the original BRDF, so it could be upgraded easily.<br>
          &gt;<br>
          &gt;Lukas<br>
          &gt;<br>
          &gt;<br>
          &gt;Am 11.05.2016 um 15:57 schrieb "Pascal Schön":<br>
          &gt;&gt; Hey guys,<br>
          &gt;&gt;<br>
          &gt;&gt; For a few months now I’m implementing (on a private
          repository) the<br>
          &gt;&gt; Disney BRDF shader<br>
          &gt;&gt; (<a moz-do-not-send="true"
href="https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf"
            target="_blank">https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf</a>)<br>
          &gt;&gt; as a new node in Cycles. By now there have only been
          a few external<br>
          &gt;&gt; approaches, where a render server (like in Appleseed
          or Renderman) is<br>
          &gt;&gt; accessed by a Blender plugin. But it would be nice to
          get access to this<br>
          &gt;&gt; without any additional software to install.<br>
          &gt;&gt;<br>
          &gt;&gt; The current state of my implementation is, that the
          OSL closure is<br>
          &gt;&gt; finished and has also been tested against Renderman.
          Both acted the same<br>
          &gt;&gt; in my testcases (except for the rendering approches
          by the two<br>
          &gt;&gt; renderers, which cause some minor differences in
          indirect lighting).<br>
          &gt;&gt; Another step that I’ve taken was to implement the
          node to easily access<br>
          &gt;&gt; the Disney BRDF.<br>
          &gt;&gt;<br>
          &gt;&gt; Currently OSL has to be activated, because I haven’t
          done all steps to<br>
          &gt;&gt; include the Disney BRDF completely in Cycles. But I
          think that’s only<br>
          &gt;&gt; one small step to take. There I hope to get some help
          by the community<br>
          &gt;&gt; because it's a bit confusing where to add which code
          fragment.<br>
          &gt;&gt;<br>
          &gt;&gt; You can see some screenshots here:<br>
          &gt;&gt;<a moz-do-not-send="true"
href="https://www.dropbox.com/sh/j7w4v0bu9a5jhvz/AADSF3nm3LZCZnHgyPMwhrT6a?dl=0"
            target="_blank">
https://www.dropbox.com/sh/j7w4v0bu9a5jhvz/AADSF3nm3LZCZnHgyPMwhrT6a?dl=0</a><br>
          &gt;&gt;<br>
          &gt;&gt; I would be pleased if you tell me if this would be
          nice to have or if it<br>
          &gt;&gt; is too special for Blender.<br>
          &gt;&gt;<br>
          &gt;&gt; Pascal<br>
          &gt;&gt;<br>
          &gt;&gt;<br>
          &gt;&gt;<br>
          &gt;&gt;<br>
          &gt;&gt;<br>
          &gt;&gt;<br>
          &gt;&gt;<br>
          &gt;&gt; _______________________________________________<br>
          &gt;&gt; Bf-cycles mailing list<br>
          &gt;&gt; <a class="moz-txt-link-abbreviated" href="mailto:Bf-cycles@blender.org">Bf-cycles@blender.org</a><br>
          &gt;&gt;<a moz-do-not-send="true"
            href="https://lists.blender.org/mailman/listinfo/bf-cycles"
            target="_blank">
            https://lists.blender.org/mailman/listinfo/bf-cycles</a><br>
          &gt;&gt;<br>
          &gt;<br>
          _______________________________________________<br>
          Bf-cycles mailing list<br>
          <a class="moz-txt-link-abbreviated" href="mailto:Bf-cycles@blender.org">Bf-cycles@blender.org</a><br>
          <a moz-do-not-send="true"
            href="https://lists.blender.org/mailman/listinfo/bf-cycles"
            target="_blank">https://lists.blender.org/mailman/listinfo/bf-cycles</a><br>
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      <pre wrap="">_______________________________________________
Bf-cycles mailing list
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