[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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