<html><head></head><body><div style="font-family: Verdana;font-size: 12.0px;"><div>Hi Brecht,</div>
<div> </div>
<div>Thanks for your reply! As I didn't apply any patches yet, I'm not sure, on which branch I have to be, when calling "<span style="white-space: pre-wrap;">patch -p1 < some-new-feature.diff". I don't want to mess up something. ;-) Should I simply be on master? </span></div>
<div> </div>
<div><span style="white-space: pre-wrap;">I'm going to apply it till the end of the week (had some other stuff to do the last week and also had to do some changes to the OSL part).</span></div>
<div> </div>
<div><span style="white-space: pre-wrap;">Regards,</span></div>
<div><span style="white-space: pre-wrap;">Pascal</span></div>
<div>
<div name="quote" style="margin:10px 5px 5px 10px; padding: 10px 0 10px 10px; border-left:2px solid #C3D9E5; word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space;">
<div style="margin:0 0 10px 0;"><b>Gesendet:</b> Mittwoch, 12. Oktober 2016 um 08:47 Uhr<br/>
<b>Von:</b> "Brecht Van Lommel" <brechtvanlommel@pandora.be><br/>
<b>An:</b> "Discussion list to assist Cycles render engine developers" <bf-cycles@blender.org><br/>
<b>Betreff:</b> Re: [Bf-cycles] Disney BSDF Release Candidate?</div>
<div name="quoted-content">Hi Pascal,<br/>
<br/>
Sounds amazing! Please submit the patch for review whenever you're ready.<br/>
<br/>
Regards,<br/>
Brecht.<br/>
<br/>
On Tue, Oct 11, 2016 at 10:33 AM, "Pascal Schön" <pascal_schoen@gmx.net> wrote:<br/>
> Hey guys,<br/>
><br/>
> The Disney BSDF seems to work as expected (or at least I haven't encountered<br/>
> any issues) and I'd like to state the question, if it is ready to be handled<br/>
> as a 'Release Candidate' version. It implements the 2015 version of the<br/>
> Disney BSDF except the transparency part. Here is a short summary:<br/>
><br/>
> The shader uses the already implemented GGX calculations which have been<br/>
> extended by the Fresnel part.<br/>
> One can select between single- and multi-scattering GGX (the<br/>
> single-scattering approach is the one used in the latest Disney BSDF paper,<br/>
> but at Siggraph 2016 they talked about the multi-scattering GGX that is<br/>
> already implemented in Blender).<br/>
> Subsurface scattering uses the approximation of Christensen-Burley with an<br/>
> additional subsurface color.<br/>
> The Fresnel of metallic materials can be adjusted with the specular value<br/>
> (because the specular value is just a remapping of the index of refraction<br/>
> which is linked to the Fresnel of a material).<br/>
> The transparency uses the Blender glass shader with the addition of the<br/>
> Fresnel equation. This could be a point to improve in the future to get the<br/>
> behavior that was described in the 2015 Disney paper (that means<br/>
> thin-surface and solid materials and volumetric absorption).<br/>
> Additionals:<br/>
><br/>
> Anisotropic rotation: With this the rotation of the anisotropy of a material<br/>
> can be adjusted (e.g. with a map).<br/>
> Clearcoat normal: An additional normal for the clearcoat, because such a<br/>
> coating would normally fill tiny gaps and thus smoothens the surface.<br/>
><br/>
><br/>
> You can test yourself and give some feedback. Here you can download the<br/>
> latest version:<br/>
><br/>
> Mac OSX<br/>
> Windows 64 bit<br/>
> Linux 64 bit<br/>
><br/>
><br/>
> I hope to get this into trunk as soon as possible and I'm looking forward to<br/>
> get your feedback. :-)<br/>
><br/>
> Pascal<br/>
><br/>
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><br/>
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