[Bf-cycles] Need testers for the Disney BSDF implementation
Bastien Montagne
montagne29 at wanadoo.fr
Wed Jul 20 13:15:53 CEST 2016
Hey Pascal,
You may get more testers if you provide experimental builds. You can use
the buildbot for that (to get release-similar builds for all supported
platforms), check this page [1] for the process.
Kind regards,
Bastien
[1]
https://wiki.blender.org/index.php/Dev:Doc/Process/Buildbot_Experimental
Le 20/07/2016 à 11:38, "Pascal Schön" a écrit :
> Hey guys,
> after some weeks where I spent only little amount of time on the
> implementation of the Disney BSDF/BSSRDF (my master thesis had to be
> forced a little bit ;-) ), I now need some testers for the shader. At
> this point it implements the current version of the Disney BSDF/BSSRDF
> that was introduced here:
> http://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf
> I would be very pleased if you would take some time and try out the
> shader and mail me your feedback on the usability and correctness! You
> can also write me if you have questions on the implementation.
> Some notes:
> - I added a roughness parameter for the refractions because I wanted
> to be able to create translucent materials with a smooth surface and a
> milky look inside. The two roughness values are correlated for
> refractions because if you have a rough surface it scatters the
> incoming rays while entering the surface and is then scattered further
> within the object. For reflections only the surface roughness value is
> used.
> - For the subsurface scattering I simply use the already implemented
> version of the Burley/Christensen SSS.
> Pascal
>
>
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> Bf-cycles at blender.org
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