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<p>Hi,</p>
<p>the patch should be against master. Submit it via
developer.blender.org then, we will review it and afterwards it
can be commited. <br>
</p>
<p>Best regards,</p>
<p>Thomas<br>
</p>
<br>
<div class="moz-cite-prefix">Am 19.10.2016 um 09:57 schrieb "Pascal
Schön":<br>
</div>
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<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>
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<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"
<a class="moz-txt-link-rfc2396E" href="mailto:brechtvanlommel@pandora.be"><brechtvanlommel@pandora.be></a><br>
<b>An:</b> "Discussion list to assist Cycles render engine
developers" <a class="moz-txt-link-rfc2396E" href="mailto:bf-cycles@blender.org"><bf-cycles@blender.org></a><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"
<a class="moz-txt-link-rfc2396E" href="mailto:pascal_schoen@gmx.net"><pascal_schoen@gmx.net></a> 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>
> _______________________________________________<br>
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