[Bf-cycles] Disney BSDF Release Candidate?

Thomas Dinges blender at dingto.org
Wed Oct 19 10:12:23 CEST 2016


Hi,

the patch should be against master. Submit it via developer.blender.org 
then, we will review it and afterwards it can be commited.

Best regards,

Thomas


Am 19.10.2016 um 09:57 schrieb "Pascal Schön":
> Hi Brecht,
> Thanks for your reply! As I didn't apply any patches yet, I'm not 
> sure, on which branch I have to be, when calling "patch -p1 < 
> some-new-feature.diff". I don't want to mess up something. ;-) Should 
> I simply be on master?
> I'm going to apply it till the end of the week (had some other stuff 
> to do the last week and also had to do some changes to the OSL part).
> Regards,
> Pascal
> *Gesendet:* Mittwoch, 12. Oktober 2016 um 08:47 Uhr
> *Von:* "Brecht Van Lommel" <brechtvanlommel at pandora.be>
> *An:* "Discussion list to assist Cycles render engine developers" 
> <bf-cycles at blender.org>
> *Betreff:* Re: [Bf-cycles] Disney BSDF Release Candidate?
> Hi Pascal,
>
> Sounds amazing! Please submit the patch for review whenever you're ready.
>
> Regards,
> Brecht.
>
> 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
> >
> > _______________________________________________
> > Bf-cycles mailing list
> > Bf-cycles at blender.org
> > https://lists.blender.org/mailman/listinfo/bf-cycles
> >
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