[Bf-cycles] Disney BSDF Release Candidate?

Brecht Van Lommel brechtvanlommel at pandora.be
Wed Oct 12 08:47:04 CEST 2016

Hi Pascal,

Sounds amazing! Please submit the patch for review whenever you're ready.


On Tue, Oct 11, 2016 at 10:33 AM, "Pascal Schön" <pascal_schoen at gmx.net> wrote:
> Hey guys,
> The Disney BSDF seems to work as expected (or at least I haven't encountered
> any issues) and I'd like to state the question, if it is ready to be handled
> as a 'Release Candidate' version. It implements the 2015 version of the
> Disney BSDF except the transparency part. Here is a short summary:
> The shader uses the already implemented GGX calculations which have been
> extended by the Fresnel part.
> One can select between single- and multi-scattering GGX (the
> single-scattering approach is the one used in the latest Disney BSDF paper,
> but at Siggraph 2016 they talked about the multi-scattering GGX that is
> already implemented in Blender).
> Subsurface scattering uses the approximation of Christensen-Burley with an
> additional subsurface color.
> The Fresnel of metallic materials can be adjusted with the specular value
> (because the specular value is just a remapping of the index of refraction
> which is linked to the Fresnel of a material).
> The transparency uses the Blender glass shader with the addition of the
> Fresnel equation. This could be a point to improve in the future to get the
> behavior that was described in the 2015 Disney paper (that means
> thin-surface and solid materials and volumetric absorption).
> Additionals:
> Anisotropic rotation: With this the rotation of the anisotropy of a material
> can be adjusted (e.g. with a map).
> Clearcoat normal: An additional normal for the clearcoat, because such a
> coating would normally fill tiny gaps and thus smoothens the surface.
> You can test yourself and give some feedback. Here you can download the
> latest version:
> Mac OSX
> Windows 64 bit
> Linux 64 bit
> I hope to get this into trunk as soon as possible and I'm looking forward to
> get your feedback. :-)
> Pascal
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