[Bf-blender-cvs] [c708c3e] cycles_disney_brdf: Rearranged the inputs of the shader.

Pascal Schoen noreply at git.blender.org
Wed Oct 26 09:07:44 CEST 2016


Commit: c708c3e53b323773fc852bdc239bc51e157dcaef
Author: Pascal Schoen
Date:   Mon Oct 24 08:14:10 2016 +0200
Branches: cycles_disney_brdf
https://developer.blender.org/rBc708c3e53b323773fc852bdc239bc51e157dcaef

Rearranged the inputs of the shader.

===================================================================

M	intern/cycles/kernel/shaders/node_disney_bsdf.osl
M	source/blender/nodes/shader/nodes/node_shader_bsdf_disney.c

===================================================================

diff --git a/intern/cycles/kernel/shaders/node_disney_bsdf.osl b/intern/cycles/kernel/shaders/node_disney_bsdf.osl
index ae1addd..00c6008 100644
--- a/intern/cycles/kernel/shaders/node_disney_bsdf.osl
+++ b/intern/cycles/kernel/shaders/node_disney_bsdf.osl
@@ -19,14 +19,15 @@
 
 shader node_disney_bsdf(
     string distribution = "Multiscatter GGX",
-    color BaseColor = color(0.64555527, 0.41514809, 0.01698805),
-    color SubsurfaceColor = color(0.64555527, 0.41514809, 0.01698805),
-    float Metallic = 0.0,
+    color BaseColor = color(0.8, 0.8, 0.8),
     float Subsurface = 0.0,
+    color SubsurfaceColor = color(0.7, 0.1, 0.1),
+    float Metallic = 0.0,
     float Specular = 0.5,
-    float Roughness = 0.5,
     float SpecularTint = 0.0,
+    float Roughness = 0.5,
     float Anisotropic = 0.0,
+    float AnisotropicRotation = 0.0,
     float Sheen = 0.0,
     float SheenTint = 0.5,
     float Clearcoat = 0.0,
@@ -34,7 +35,6 @@ shader node_disney_bsdf(
     float IOR = 1.45,
     float Transparency = 0.0,
     float RefractionRoughness = 0.0,
-    float AnisotropicRotation = 0.0,
     normal Normal = N,
     normal ClearcoatNormal = N,
     normal Tangent = normalize(dPdu),
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_disney.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_disney.c
index 5291ca0..adb82cc 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_disney.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_disney.c
@@ -30,24 +30,24 @@
 /* **************** OUTPUT ******************** */
 
 static bNodeSocketTemplate sh_node_bsdf_disney_in[] = {
-	{	SOCK_RGBA, 1, N_("Base Color"),		        0.64555527f, 0.41514809f, 0.01698805f, 1.0f, 0.0f, 1.0f},
-	{	SOCK_RGBA, 1, N_("Subsurface Color"),		0.64555527f, 0.41514809f, 0.01698805f, 1.0f, 0.0f, 1.0f},
-	{	SOCK_FLOAT, 1, N_("Metallic"),	            0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+	{	SOCK_RGBA, 1, N_("Base Color"),		        0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
 	{	SOCK_FLOAT, 1, N_("Subsurface"),	        0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+	{	SOCK_RGBA, 1, N_("Subsurface Color"),		0.7f, 0.1f, 0.1f, 1.0f, 0.0f, 1.0f},
+	{	SOCK_FLOAT, 1, N_("Metallic"),	            0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
 	{	SOCK_FLOAT, 1, N_("Specular"),	            0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
-	{	SOCK_FLOAT, 1, N_("Roughness"),	            0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
 	{	SOCK_FLOAT, 1, N_("Specular Tint"),	        0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+	{	SOCK_FLOAT, 1, N_("Roughness"),	            0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
 	{	SOCK_FLOAT, 1, N_("Anisotropic"),	        0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+	{	SOCK_FLOAT, 1, N_("Anisotropic Rotation"),	0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
 	{	SOCK_FLOAT, 1, N_("Sheen"),	                0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
-	{	SOCK_FLOAT, 1, N_("Sheen Tint"),	            0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+	{	SOCK_FLOAT, 1, N_("Sheen Tint"),	        0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
 	{	SOCK_FLOAT, 1, N_("Clearcoat"),	            0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
-	{	SOCK_FLOAT, 1, N_("Clearcoat Gloss"),        1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+	{	SOCK_FLOAT, 1, N_("Clearcoat Gloss"),       1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
 	{	SOCK_FLOAT, 1, N_("IOR"),					1.45f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
 	{	SOCK_FLOAT, 1, N_("Transparency"),			0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
 	{	SOCK_FLOAT, 1, N_("Refraction Roughness"),	0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
-	{	SOCK_FLOAT, 1, N_("Anisotropic Rotation"),	0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
 	{   SOCK_VECTOR, 1, N_("Normal"),               0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
-	{   SOCK_VECTOR, 1, N_("Clearcoat Normal"),      0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
+	{   SOCK_VECTOR, 1, N_("Clearcoat Normal"),     0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
 	{	SOCK_VECTOR, 1, N_("Tangent"),	            0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
 	{	-1, 0, ""	}
 };




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