[Bf-blender-cvs] [5c07292bde3] soc-2018-hair-shader: UI: rename various nodes
L. E. Segovia
noreply at git.blender.org
Sat Jun 16 15:53:12 CEST 2018
Commit: 5c07292bde3933e950a836c38b5522a2a1d0ebf0
Author: L. E. Segovia
Date: Sat Jun 16 01:04:14 2018 +0000
Branches: soc-2018-hair-shader
https://developer.blender.org/rB5c07292bde3933e950a836c38b5522a2a1d0ebf0
UI: rename various nodes
- RoughnessU = Roughness
- RoughnessV = Radial Roughness
- Primary Reflection Roughness = Undercoat Roughness
This rename does **not** affect the existing Hair node.
===================================================================
M intern/cycles/render/nodes.cpp
M source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.c
===================================================================
diff --git a/intern/cycles/render/nodes.cpp b/intern/cycles/render/nodes.cpp
index 7e036df9a8a..bf66e0c4cbd 100644
--- a/intern/cycles/render/nodes.cpp
+++ b/intern/cycles/render/nodes.cpp
@@ -3062,10 +3062,10 @@ NODE_DEFINE(PrincipledHairBsdfNode)
SOCKET_ENUM(parametrization, "Parametrization", parametrization_enum, NODE_PRINCIPLED_HAIR_REFLECTANCE);
SOCKET_IN_FLOAT(offset, "Offset", 2.f*M_PI_F/180.f);
- SOCKET_IN_FLOAT(roughness_u, "RoughnessU", 0.3f);
- SOCKET_IN_FLOAT(roughness_v, "RoughnessV", 0.3f);
+ SOCKET_IN_FLOAT(roughness_u, "Roughness", 0.3f);
+ SOCKET_IN_FLOAT(roughness_v, "Radial Roughness", 0.3f);
SOCKET_IN_FLOAT(roughness_randomization, "Roughness Randomization", 0.0f);
- SOCKET_IN_FLOAT(primary_reflection_roughness, "Primary Reflection Roughness", 1.0f);
+ SOCKET_IN_FLOAT(primary_reflection_roughness, "Undercoat Roughness", 1.0f);
SOCKET_IN_FLOAT(ior, "IOR", 1.55f);
SOCKET_IN_FLOAT(random, "Random", 0.0f);
@@ -3085,11 +3085,11 @@ void PrincipledHairBsdfNode::compile(SVMCompiler& compiler)
{
compiler.add_node(NODE_CLOSURE_SET_WEIGHT, make_float3(1.0f, 1.0f, 1.0f));
- ShaderInput *roughness_u_in = input("RoughnessU");
- ShaderInput *roughness_v_in = input("RoughnessV");
+ ShaderInput *roughness_u_in = input("Roughness");
+ ShaderInput *roughness_v_in = input("Radial Roughness");
ShaderInput *roughness_randomization_in = input("Roughness Randomization");
ShaderInput *offset_in = input("Offset");
- ShaderInput *primary_reflection_roughness_in = input("Primary Reflection Roughness");
+ ShaderInput *primary_reflection_roughness_in = input("Undercoat Roughness");
ShaderInput *ior_in = input("IOR");
ShaderInput *eumelanin_in = input("Melanin");
ShaderInput *pheomelanin_in = input("Melanin Redness");
diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.c b/source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.c
index 9bb59c58903..642e7d4fa4f 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_hair_principled.c
@@ -30,20 +30,20 @@
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_bsdf_hair_principled_in[] = {
- { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
- { SOCK_FLOAT, 1, N_("Melanin"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 10.0f},
- { SOCK_FLOAT, 1, N_("Melanin Redness"), 1.3f, 0.0f, 0.0f, 0.0f, 0.0f, 10.0f},
- { SOCK_RGBA, 1, N_("Tint"), 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f},
- { SOCK_FLOAT, 1, N_("Color Randomization"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 1, N_("Melanin"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 10.0f},
+ { SOCK_FLOAT, 1, N_("Melanin Redness"), 1.3f, 0.0f, 0.0f, 0.0f, 0.0f, 10.0f},
+ { SOCK_RGBA, 1, N_("Tint"), 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f},
+ { SOCK_FLOAT, 1, N_("Color Randomization"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
// Benedikt Bitterli's default brownish hair with PHEOmelanin
// The absorption coefficient below is 1.3f * pheomelanin mapping
- { SOCK_VECTOR, 1, N_("Absorption Coefficient"), 0.245531f, 0.52f, 1.365f, 0.0f, 0.0f, 1000.0f},
- { SOCK_FLOAT, 1, N_("Offset"), 2.f*((float)M_PI)/180.f, 0.0f, 0.0f, 0.0f, -M_PI_2, M_PI_2, PROP_ANGLE},
- { SOCK_FLOAT, 1, N_("RoughnessU"), 0.3f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
- { SOCK_FLOAT, 1, N_("RoughnessV"), 0.3f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
- { SOCK_FLOAT, 1, N_("Roughness Randomization"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
- { SOCK_FLOAT, 1, N_("Primary Reflection Roughness"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
- { SOCK_FLOAT, 1, N_("IOR"), 1.55f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
+ { SOCK_VECTOR, 1, N_("Absorption Coefficient"), 0.245531f, 0.52f, 1.365f, 0.0f, 0.0f, 1000.0f},
+ { SOCK_FLOAT, 1, N_("Offset"), 2.f*((float)M_PI)/180.f, 0.0f, 0.0f, 0.0f, -M_PI_2, M_PI_2, PROP_ANGLE},
+ { SOCK_FLOAT, 1, N_("Roughness"), 0.3f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Radial Roughness"), 0.3f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Roughness Randomization"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("Undercoat Roughness"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
+ { SOCK_FLOAT, 1, N_("IOR"), 1.55f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{ SOCK_FLOAT, 1, N_("Random")},
{ -1, 0, "" },
};
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