[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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