[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [51267] trunk/blender: Cycles: per-BSDF normal input and new Bump node.
Michael Fox
mfoxdogg at gmail.com
Wed Oct 10 22:17:37 CEST 2012
does this use MiikTspace for nomalmaps as it produces far greater normal
maps results, luxrender uses it, blender uses it in both GLSL and BI
On 11/10/12 02:56, Brecht Van Lommel wrote:
> Revision: 51267
> http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=51267
> Author: blendix
> Date: 2012-10-10 15:56:43 +0000 (Wed, 10 Oct 2012)
> Log Message:
> -----------
> Cycles: per-BSDF normal input and new Bump node.
>
> Each BSDF node now has a Normal input, which can be used to set a custom normal
> for the BSDF, for example if you want to have only bump on one of the layers in
> a multilayer material.
>
> The Bump node can be used to generate a normal from a scalar value, the same as
> what happens when you connect a scalar value to the displacement output.
>
> Documentation has been updated with the latest changes:
> http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes
>
> Patch by Agustin Benavidez, some implementation tweaks by me.
>
> Modified Paths:
> --------------
> trunk/blender/intern/cycles/blender/blender_shader.cpp
> trunk/blender/intern/cycles/kernel/kernel_types.h
> trunk/blender/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h
> trunk/blender/intern/cycles/kernel/svm/bsdf_diffuse.h
> trunk/blender/intern/cycles/kernel/svm/bsdf_microfacet.h
> trunk/blender/intern/cycles/kernel/svm/bsdf_oren_nayar.h
> trunk/blender/intern/cycles/kernel/svm/bsdf_reflection.h
> trunk/blender/intern/cycles/kernel/svm/bsdf_refraction.h
> trunk/blender/intern/cycles/kernel/svm/bsdf_ward.h
> trunk/blender/intern/cycles/kernel/svm/bsdf_westin.h
> trunk/blender/intern/cycles/kernel/svm/svm.h
> trunk/blender/intern/cycles/kernel/svm/svm_closure.h
> trunk/blender/intern/cycles/kernel/svm/svm_displace.h
> trunk/blender/intern/cycles/kernel/svm/svm_types.h
> trunk/blender/intern/cycles/render/graph.cpp
> trunk/blender/intern/cycles/render/graph.h
> trunk/blender/intern/cycles/render/nodes.cpp
> trunk/blender/intern/cycles/render/nodes.h
> trunk/blender/source/blender/blenkernel/BKE_node.h
> trunk/blender/source/blender/blenkernel/intern/node.c
> trunk/blender/source/blender/makesrna/intern/rna_nodetree_types.h
> trunk/blender/source/blender/nodes/CMakeLists.txt
> trunk/blender/source/blender/nodes/NOD_shader.h
> trunk/blender/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c
> trunk/blender/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c
> trunk/blender/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c
> trunk/blender/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c
> trunk/blender/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c
> trunk/blender/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c
>
> Added Paths:
> -----------
> trunk/blender/source/blender/nodes/shader/nodes/node_shader_bump.c
>
> Modified: trunk/blender/intern/cycles/blender/blender_shader.cpp
> ===================================================================
> --- trunk/blender/intern/cycles/blender/blender_shader.cpp 2012-10-10 14:28:47 UTC (rev 51266)
> +++ trunk/blender/intern/cycles/blender/blender_shader.cpp 2012-10-10 15:56:43 UTC (rev 51267)
> @@ -402,6 +402,10 @@
> node = new ParticleInfoNode();
> break;
> }
> + case BL::ShaderNode::type_BUMP: {
> + node = new BumpNode();
> + break;
> + }
> case BL::ShaderNode::type_TEX_IMAGE: {
> BL::ShaderNodeTexImage b_image_node(b_node);
> BL::Image b_image(b_image_node.image());
>
> Modified: trunk/blender/intern/cycles/kernel/kernel_types.h
> ===================================================================
> --- trunk/blender/intern/cycles/kernel/kernel_types.h 2012-10-10 14:28:47 UTC (rev 51266)
> +++ trunk/blender/intern/cycles/kernel/kernel_types.h 2012-10-10 15:56:43 UTC (rev 51267)
> @@ -370,6 +370,7 @@
> #endif
> float data0;
> float data1;
> + float3 N;
>
> } ShaderClosure;
>
>
> Modified: trunk/blender/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h
> ===================================================================
> --- trunk/blender/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h 2012-10-10 14:28:47 UTC (rev 51266)
> +++ trunk/blender/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h 2012-10-10 15:56:43 UTC (rev 51267)
> @@ -58,7 +58,7 @@
> __device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
> {
> float m_invsigma2 = sc->data0;
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
>
> float cosNO = dot(m_N, I);
> float cosNI = dot(m_N, omega_in);
> @@ -106,7 +106,7 @@
> __device int bsdf_ashikhmin_velvet_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
> {
> float m_invsigma2 = sc->data0;
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
>
> // we are viewing the surface from above - send a ray out with uniform
> // distribution over the hemisphere
>
> Modified: trunk/blender/intern/cycles/kernel/svm/bsdf_diffuse.h
> ===================================================================
> --- trunk/blender/intern/cycles/kernel/svm/bsdf_diffuse.h 2012-10-10 14:28:47 UTC (rev 51266)
> +++ trunk/blender/intern/cycles/kernel/svm/bsdf_diffuse.h 2012-10-10 15:56:43 UTC (rev 51267)
> @@ -53,7 +53,7 @@
>
> __device float3 bsdf_diffuse_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
> {
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
>
> float cos_pi = fmaxf(dot(m_N, omega_in), 0.0f) * M_1_PI_F;
> *pdf = cos_pi;
> @@ -72,7 +72,7 @@
>
> __device int bsdf_diffuse_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
> {
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
>
> // distribution over the hemisphere
> sample_cos_hemisphere(m_N, randu, randv, omega_in, pdf);
> @@ -116,7 +116,7 @@
>
> __device float3 bsdf_translucent_eval_transmit(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
> {
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
>
> float cos_pi = fmaxf(-dot(m_N, omega_in), 0.0f) * M_1_PI_F;
> *pdf = cos_pi;
> @@ -130,7 +130,7 @@
>
> __device int bsdf_translucent_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
> {
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
>
> // we are viewing the surface from the right side - send a ray out with cosine
> // distribution over the hemisphere
>
> Modified: trunk/blender/intern/cycles/kernel/svm/bsdf_microfacet.h
> ===================================================================
> --- trunk/blender/intern/cycles/kernel/svm/bsdf_microfacet.h 2012-10-10 14:28:47 UTC (rev 51266)
> +++ trunk/blender/intern/cycles/kernel/svm/bsdf_microfacet.h 2012-10-10 15:56:43 UTC (rev 51267)
> @@ -76,7 +76,7 @@
> float m_ag = sc->data0;
> //float m_eta = sc->data1;
> int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
>
> if(m_refractive) return make_float3 (0, 0, 0);
> float cosNO = dot(m_N, I);
> @@ -113,7 +113,7 @@
> float m_ag = sc->data0;
> float m_eta = sc->data1;
> int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
>
> if(!m_refractive) return make_float3 (0, 0, 0);
> float cosNO = dot(m_N, I);
> @@ -154,7 +154,7 @@
> float m_ag = sc->data0;
> float m_eta = sc->data1;
> int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
>
> float cosNO = dot(m_N, sd->I);
> if(cosNO > 0) {
> @@ -302,7 +302,7 @@
> float m_ab = sc->data0;
> //float m_eta = sc->data1;
> int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID;
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
>
> if(m_refractive) return make_float3 (0, 0, 0);
> float cosNO = dot(m_N, I);
> @@ -341,7 +341,7 @@
> float m_ab = sc->data0;
> float m_eta = sc->data1;
> int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID;
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
>
> if(!m_refractive) return make_float3 (0, 0, 0);
> float cosNO = dot(m_N, I);
> @@ -384,7 +384,7 @@
> float m_ab = sc->data0;
> float m_eta = sc->data1;
> int m_refractive = sc->type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID;
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
>
> float cosNO = dot(m_N, sd->I);
> if(cosNO > 0) {
>
> Modified: trunk/blender/intern/cycles/kernel/svm/bsdf_oren_nayar.h
> ===================================================================
> --- trunk/blender/intern/cycles/kernel/svm/bsdf_oren_nayar.h 2012-10-10 14:28:47 UTC (rev 51266)
> +++ trunk/blender/intern/cycles/kernel/svm/bsdf_oren_nayar.h 2012-10-10 15:56:43 UTC (rev 51267)
> @@ -57,9 +57,9 @@
>
> __device float3 bsdf_oren_nayar_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
> {
> - if (dot(sd->N, omega_in) > 0.0f) {
> + if (dot(sc->N, omega_in) > 0.0f) {
> *pdf = 0.5f * M_1_PI_F;
> - return bsdf_oren_nayar_get_intensity(sc, sd->N, I, omega_in);
> + return bsdf_oren_nayar_get_intensity(sc, sc->N, I, omega_in);
> }
> else {
> *pdf = 0.0f;
> @@ -79,15 +79,15 @@
>
> __device int bsdf_oren_nayar_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
> {
> - sample_uniform_hemisphere(sd->N, randu, randv, omega_in, pdf);
> + sample_uniform_hemisphere(sc->N, randu, randv, omega_in, pdf);
>
> if (dot(sd->Ng, *omega_in) > 0.0f) {
> - *eval = bsdf_oren_nayar_get_intensity(sc, sd->N, sd->I, *omega_in);
> + *eval = bsdf_oren_nayar_get_intensity(sc, sc->N, sd->I, *omega_in);
>
> #ifdef __RAY_DIFFERENTIALS__
> // TODO: find a better approximation for the bounce
> - *domega_in_dx = (2.0f * dot(sd->N, sd->dI.dx)) * sd->N - sd->dI.dx;
> - *domega_in_dy = (2.0f * dot(sd->N, sd->dI.dy)) * sd->N - sd->dI.dy;
> + *domega_in_dx = (2.0f * dot(sc->N, sd->dI.dx)) * sc->N - sd->dI.dx;
> + *domega_in_dy = (2.0f * dot(sc->N, sd->dI.dy)) * sc->N - sd->dI.dy;
> *domega_in_dx *= 125.0f;
> *domega_in_dy *= 125.0f;
> #endif
>
> Modified: trunk/blender/intern/cycles/kernel/svm/bsdf_reflection.h
> ===================================================================
> --- trunk/blender/intern/cycles/kernel/svm/bsdf_reflection.h 2012-10-10 14:28:47 UTC (rev 51266)
> +++ trunk/blender/intern/cycles/kernel/svm/bsdf_reflection.h 2012-10-10 15:56:43 UTC (rev 51267)
> @@ -69,7 +69,7 @@
> __device int bsdf_reflection_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
> {
> //const BsdfReflectionClosure *self = (const BsdfReflectionClosure*)sc->data;
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
>
> // only one direction is possible
> float cosNO = dot(m_N, sd->I);
>
> Modified: trunk/blender/intern/cycles/kernel/svm/bsdf_refraction.h
> ===================================================================
> --- trunk/blender/intern/cycles/kernel/svm/bsdf_refraction.h 2012-10-10 14:28:47 UTC (rev 51266)
> +++ trunk/blender/intern/cycles/kernel/svm/bsdf_refraction.h 2012-10-10 15:56:43 UTC (rev 51267)
> @@ -71,7 +71,7 @@
> __device int bsdf_refraction_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
> {
> float m_eta = sc->data0;
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
>
> float3 R, T;
> #ifdef __RAY_DIFFERENTIALS__
>
> Modified: trunk/blender/intern/cycles/kernel/svm/bsdf_ward.h
> ===================================================================
> --- trunk/blender/intern/cycles/kernel/svm/bsdf_ward.h 2012-10-10 14:28:47 UTC (rev 51266)
> +++ trunk/blender/intern/cycles/kernel/svm/bsdf_ward.h 2012-10-10 15:56:43 UTC (rev 51267)
> @@ -66,7 +66,7 @@
> {
> float m_ax = sc->data0;
> float m_ay = sc->data1;
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
> float3 m_T = sd->T;
>
> float cosNO = dot(m_N, I);
> @@ -108,7 +108,7 @@
> {
> float m_ax = sc->data0;
> float m_ay = sc->data1;
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
> float3 m_T = sd->T;
>
> float cosNO = dot(m_N, sd->I);
>
> Modified: trunk/blender/intern/cycles/kernel/svm/bsdf_westin.h
> ===================================================================
> --- trunk/blender/intern/cycles/kernel/svm/bsdf_westin.h 2012-10-10 14:28:47 UTC (rev 51266)
> +++ trunk/blender/intern/cycles/kernel/svm/bsdf_westin.h 2012-10-10 15:56:43 UTC (rev 51267)
> @@ -62,7 +62,7 @@
> __device float3 bsdf_westin_backscatter_eval_reflect(const ShaderData *sd, const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
> {
> float m_invroughness = sc->data0;
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
>
> // pdf is implicitly 0 (no indirect sampling)
> float cosNO = dot(m_N, I);
> @@ -89,7 +89,7 @@
> __device int bsdf_westin_backscatter_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
> {
> float m_invroughness = sc->data0;
> - float3 m_N = sd->N;
> + float3 m_N = sc->N;
>
> float cosNO = dot(m_N, sd->I);
> if(cosNO > 0) {
>
> @@ Diff output truncated at 10240 characters. @@
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