Cycles Hair: Two basic bair shaders added

A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift.

Llimitations include:
-No glint or fresnel adjustments.
-The 'offset' is un-used when triangle primitives are used.
This commit is contained in:
Stuart Broadfoot
2013-09-15 23:58:00 +00:00
parent 0e46f1b1f8
commit 3306afac87
26 changed files with 620 additions and 4 deletions

View File

@@ -395,6 +395,19 @@ static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scen
}
node = toon;
}
else if (b_node.is_a(&RNA_ShaderNodeBsdfHair)) {
BL::ShaderNodeBsdfHair b_hair_node(b_node);
HairBsdfNode *hair = new HairBsdfNode();
switch(b_hair_node.component()) {
case BL::ShaderNodeBsdfHair::component_Reflection:
hair->component = ustring("Reflection");
break;
case BL::ShaderNodeBsdfHair::component_Transmission:
hair->component = ustring("Transmission");
break;
}
node = hair;
}
else if (b_node.is_a(&RNA_ShaderNodeBsdfTranslucent)) {
node = new TranslucentBsdfNode();
}

View File

@@ -67,6 +67,7 @@ set(SRC_CLOSURE_HEADERS
closure/bsdf_util.h
closure/bsdf_ward.h
closure/bsdf_westin.h
closure/bsdf_hair.h
closure/bssrdf.h
closure/emissive.h
closure/volume.h

View File

@@ -28,6 +28,7 @@
#endif
#include "../closure/bsdf_westin.h"
#include "../closure/bsdf_toon.h"
#include "../closure/bsdf_hair.h"
#ifdef __SUBSURFACE__
#include "../closure/bssrdf.h"
#endif
@@ -114,6 +115,14 @@ __device int bsdf_sample(KernelGlobals *kg, const ShaderData *sd, const ShaderCl
label = bsdf_westin_sheen_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
case CLOSURE_BSDF_HAIR_REFLECTION_ID:
label = bsdf_hair_reflection_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
case CLOSURE_BSDF_HAIR_TRANSMISSION_ID:
label = bsdf_hair_transmission_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
eval, omega_in, &domega_in->dx, &domega_in->dy, pdf);
break;
#endif
default:
label = LABEL_NONE;
@@ -188,6 +197,12 @@ __device float3 bsdf_eval(KernelGlobals *kg, const ShaderData *sd, const ShaderC
case CLOSURE_BSDF_WESTIN_SHEEN_ID:
eval = bsdf_westin_sheen_eval_reflect(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_HAIR_REFLECTION_ID:
eval = bsdf_hair_reflection_eval_reflect(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_HAIR_TRANSMISSION_ID:
eval = bsdf_hair_transmission_eval_reflect(sc, sd->I, omega_in, pdf);
break;
#endif
default:
eval = make_float3(0.0f, 0.0f, 0.0f);
@@ -244,6 +259,12 @@ __device float3 bsdf_eval(KernelGlobals *kg, const ShaderData *sd, const ShaderC
case CLOSURE_BSDF_WESTIN_SHEEN_ID:
eval = bsdf_westin_sheen_eval_transmit(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_HAIR_REFLECTION_ID:
eval = bsdf_hair_reflection_eval_transmit(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_HAIR_TRANSMISSION_ID:
eval = bsdf_hair_transmission_eval_transmit(sc, sd->I, omega_in, pdf);
break;
#endif
default:
eval = make_float3(0.0f, 0.0f, 0.0f);
@@ -318,6 +339,10 @@ __device void bsdf_blur(KernelGlobals *kg, ShaderClosure *sc, float roughness)
case CLOSURE_BSDF_WESTIN_SHEEN_ID:
bsdf_westin_sheen_blur(sc, roughness);
break;
case CLOSURE_BSDF_HAIR_REFLECTION_ID:
case CLOSURE_BSDF_HAIR_TRANSMISSION_ID:
bsdf_hair_reflection_blur(sc, roughness);
break;
#endif
default:
break;

View File

@@ -0,0 +1,279 @@
/*
* Adapted from Open Shading Language with this license:
*
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2011, Blender Foundation.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Sony Pictures Imageworks nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef __BSDF_HAIR_H__
#define __BSDF_HAIR_H__
CCL_NAMESPACE_BEGIN
__device void bsdf_hair_reflection_blur(ShaderClosure *sc, float roughness)
{
}
__device void bsdf_hair_transmission_blur(ShaderClosure *sc, float roughness)
{
}
__device int bsdf_hair_reflection_setup(ShaderClosure *sc)
{
sc->type = CLOSURE_BSDF_HAIR_REFLECTION_ID;
sc->data0 = clamp(sc->data0, 0.001f,1.0f);
sc->data1 = clamp(sc->data1, 0.001f,1.0f);
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
}
__device int bsdf_hair_transmission_setup(ShaderClosure *sc)
{
sc->type = CLOSURE_BSDF_HAIR_TRANSMISSION_ID;
sc->data0 = clamp(sc->data0, 0.001f,1.0f);
sc->data1 = clamp(sc->data1, 0.001f,1.0f);
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSDF_GLOSSY;
}
__device float3 bsdf_hair_reflection_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
#ifdef __HAIR__
float offset = sc->offset;
float3 Tg = sc->T;
#else
float offset = 0.0f;
float3 Tg = make_float3(1.0f,0.0f,0.0f);
#endif
float roughness1 = sc->data0;
float roughness2 = sc->data1;
float Iz = dot(Tg, I);
float3 locy = normalize(I - Tg * Iz);
float3 locx = cross(locy, Tg);
float theta_r = M_PI_2_F - safe_acosf(Iz);
float omega_in_z = dot(Tg, omega_in);
float3 omega_in_y = normalize(omega_in - Tg * omega_in_z);
float theta_i = M_PI_2_F - safe_acosf(omega_in_z);
float cosphi_i = dot(omega_in_y, locy);
if(M_PI_2_F - fabsf(theta_i) < 0.001f || cosphi_i < 0.0f){
*pdf = 0.0f;
return make_float3(*pdf, *pdf, *pdf);
}
float phi_i = safe_acosf(cosphi_i) / roughness2;
phi_i = fabsf(phi_i) < M_PI_F ? phi_i : M_PI_F;
float costheta_i = cosf(theta_i);
float a_R = atan2f(((M_PI_2_F + theta_r) * 0.5f - offset) / roughness1, 1.0f);
float b_R = atan2f(((-M_PI_2_F + theta_r) * 0.5f - offset) / roughness1, 1.0f);
float theta_h = (theta_i + theta_r) * 0.5f;
float t = theta_h - offset;
float phi_pdf = cos(phi_i * 0.5f) * 0.25f / roughness2;
float theta_pdf = roughness1 / (2 * (t*t + roughness1*roughness1) * (a_R - b_R)* costheta_i);
*pdf = phi_pdf * theta_pdf;
return make_float3(*pdf, *pdf, *pdf);
}
__device float3 bsdf_hair_transmission_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
__device float3 bsdf_hair_reflection_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
__device float3 bsdf_hair_transmission_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
#ifdef __HAIR__
float offset = sc->offset;
float3 Tg = sc->T;
#else
float offset = 0.0f;
float3 Tg = make_float3(1.0f,0.0f,0.0f);
#endif
float roughness1 = sc->data0;
float roughness2 = sc->data1;
float Iz = dot(Tg, I);
float3 locy = normalize(I - Tg * Iz);
float3 locx = cross(locy, Tg);
float theta_r = M_PI_2_F - safe_acosf(Iz);
float omega_in_z = dot(Tg, omega_in);
float3 omega_in_y = normalize(omega_in - Tg * omega_in_z);
float theta_i = M_PI_2_F - safe_acosf(omega_in_z);
float phi_i = safe_acosf(dot(omega_in_y, locy));
if(M_PI_2_F - fabsf(theta_i) < 0.001f){
*pdf = 0.0f;
return make_float3(*pdf, *pdf, *pdf);
}
float costheta_i = cosf(theta_i);
float a_TT = atan2f(((M_PI_2_F + theta_r)/2 - offset) / roughness1, 1.0f);
float b_TT = atan2f(((-M_PI_2_F + theta_r)/2 - offset) / roughness1, 1.0f);
float c_TT = 2 * atan2f(M_PI_2_F / roughness2, 1.0f);
float theta_h = (theta_i + theta_r) / 2;
float t = theta_h - offset;
float phi = fabsf(phi_i);
float p = M_PI_F - phi;
float theta_pdf = roughness1 / (2 * (t*t + roughness1 * roughness1) * (a_TT - b_TT)*costheta_i);
float phi_pdf = roughness2 / (c_TT * (p * p + roughness2 * roughness2));
*pdf = phi_pdf * theta_pdf;
return make_float3(*pdf, *pdf, *pdf);
}
__device int bsdf_hair_reflection_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
#ifdef __HAIR__
float offset = sc->offset;
float3 Tg = sc->T;
#else
float offset = 0.0f;
float3 Tg = make_float3(1.0f,0.0f,0.0f);
#endif
float roughness1 = sc->data0;
float roughness2 = sc->data1;
float Iz = dot(Tg, I);
float3 locy = normalize(I - Tg * Iz);
float3 locx = cross(locy, Tg);
float theta_r = M_PI_2_F - safe_acosf(Iz);
float a_R = atan2f(((M_PI_2_F + theta_r) * 0.5f - offset) / roughness1, 1.0f);
float b_R = atan2f(((-M_PI_2_F + theta_r) * 0.5f - offset) / roughness1, 1.0f);
float t = roughness1 * tanf(randu * (a_R - b_R) + b_R);
float theta_h = t + offset;
float theta_i = 2 * theta_h - theta_r;
float costheta_i = cosf(theta_i);
float sintheta_i = sinf(theta_i);
float phi = 2 * safe_asinf(1 - 2 * randv) * roughness2;
float phi_pdf = cos(phi * 0.5f) * 0.25f / roughness2;
float theta_pdf = roughness1 / (2 * (t*t + roughness1*roughness1) * (a_R - b_R)*costheta_i);
*omega_in =(cosf(phi) * costheta_i) * locy -
(sinf(phi) * costheta_i) * locx +
( sintheta_i) * Tg;
//differentials - TODO: find a better approximation for the reflective bounce
#ifdef __RAY_DIFFERENTIALS__
*domega_in_dx = 2 * dot(locy, dIdx) * locy - dIdx;
*domega_in_dy = 2 * dot(locy, dIdy) * locy - dIdy;
#endif
*pdf = fabsf(phi_pdf * theta_pdf);
if(M_PI_2_F - fabsf(theta_i) < 0.001f)
*pdf = 0.0f;
*eval = make_float3(*pdf, *pdf, *pdf);
if(dot(locy, *omega_in) < 0.0f) {
return LABEL_REFLECT|LABEL_TRANSMIT|LABEL_GLOSSY;
}
return LABEL_REFLECT|LABEL_GLOSSY;
}
__device int bsdf_hair_transmission_sample(const ShaderClosure *sc, float3 Ng, float3 I, float3 dIdx, float3 dIdy, float randu, float randv, float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
#ifdef __HAIR__
float offset = sc->offset;
float3 Tg = sc->T;
#else
float offset = 0.0f;
float3 Tg = make_float3(1.0f,0.0f,0.0f);
#endif
float roughness1 = sc->data0;
float roughness2 = sc->data1;
float Iz = dot(Tg, I);
float3 locy = normalize(I - Tg * Iz);
float3 locx = cross(locy, Tg);
float theta_r = M_PI_2_F - safe_acosf(Iz);
float a_TT = atan2f(((M_PI_2_F + theta_r)/2 - offset) / roughness1, 1.0f);
float b_TT = atan2f(((-M_PI_2_F + theta_r)/2 - offset) / roughness1, 1.0f);
float c_TT = 2 * atan2f(M_PI_2_F / roughness2, 1.0f);
float t = roughness1 * tanf(randu * (a_TT - b_TT) + b_TT);
float theta_h = t + offset;
float theta_i = 2 * theta_h - theta_r;
float costheta_i = cosf(theta_i);
float sintheta_i = sinf(theta_i);
float p = roughness2 * tanf(c_TT * (randv - 0.5f));
float phi = p + M_PI_F;
float theta_pdf = roughness1 / (2 * (t*t + roughness1*roughness1) * (a_TT - b_TT) * costheta_i);
float phi_pdf = roughness2 / (c_TT * (p * p + roughness2 * roughness2));
*omega_in =(cosf(phi) * costheta_i) * locy -
(sinf(phi) * costheta_i) * locx +
( sintheta_i) * Tg;
//differentials - TODO: find a better approximation for the transmission bounce
#ifdef __RAY_DIFFERENTIALS__
*domega_in_dx = 2 * dot(locy, dIdx) * locy - dIdx;
*domega_in_dy = 2 * dot(locy, dIdy) * locy - dIdy;
#endif
*pdf = fabsf(phi_pdf * theta_pdf);
if(M_PI_2_F - fabsf(theta_i) < 0.001f){
*pdf = 0.0f;
}
*eval = make_float3(*pdf, *pdf, *pdf);
if(dot(locy, *omega_in) < 0.0f)
return LABEL_TRANSMIT|LABEL_GLOSSY;
return LABEL_GLOSSY;
}
CCL_NAMESPACE_END
#endif /* __BSDF_HAIR_H__ */

View File

@@ -272,7 +272,7 @@ void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
#ifdef __INSTANCING__
sd->object = object;
#endif
/* currently no access to bvh prim index for strand sd->prim - this will cause errors with needs fixing*/
/* currently no access to bvh prim index for strand sd->prim*/
sd->prim = prim;
#ifdef __UV__
sd->u = u;

View File

@@ -462,10 +462,14 @@ typedef struct ShaderClosure {
float data1;
float3 N;
#if defined(__ANISOTROPIC__) || defined(__SUBSURFACE__)
#if defined(__ANISOTROPIC__) || defined(__SUBSURFACE__) || defined(__HAIR__)
float3 T;
#endif
#ifdef __HAIR__
float offset;
#endif
#ifdef __OSL__
void *prim;
#endif

View File

@@ -54,6 +54,7 @@
#include "closure/bsdf_ward.h"
#include "closure/bsdf_westin.h"
#include "closure/bsdf_toon.h"
#include "closure/bsdf_hair.h"
CCL_NAMESPACE_BEGIN
@@ -142,6 +143,32 @@ BSDF_CLOSURE_CLASS_BEGIN(MicrofacetBeckmannRefraction, microfacet_beckmann_refra
CLOSURE_FLOAT_PARAM(MicrofacetBeckmannRefractionClosure, sc.data1),
BSDF_CLOSURE_CLASS_END(MicrofacetBeckmannRefraction, microfacet_beckmann_refraction)
BSDF_CLOSURE_CLASS_BEGIN(HairReflection, hair_reflection, hair_reflection, LABEL_GLOSSY)
CLOSURE_FLOAT3_PARAM(HairReflectionClosure, sc.N),
CLOSURE_FLOAT_PARAM(HairReflectionClosure, sc.data0),
CLOSURE_FLOAT_PARAM(HairReflectionClosure, sc.data1),
#ifdef __HAIR__
CLOSURE_FLOAT3_PARAM(HairReflectionClosure, sc.T),
CLOSURE_FLOAT_PARAM(HairReflectionClosure, sc.offset),
#else
CLOSURE_FLOAT3_PARAM(HairReflectionClosure, sc.N),
CLOSURE_FLOAT_PARAM(HairReflectionClosure, sc.data1),
#endif
BSDF_CLOSURE_CLASS_END(HairReflection, hair_reflection)
BSDF_CLOSURE_CLASS_BEGIN(HairTransmission, hair_transmission, hair_transmission, LABEL_GLOSSY)
CLOSURE_FLOAT3_PARAM(HairTransmissionClosure, sc.N),
CLOSURE_FLOAT_PARAM(HairTransmissionClosure, sc.data0),
CLOSURE_FLOAT_PARAM(HairTransmissionClosure, sc.data1),
#ifdef __HAIR__
CLOSURE_FLOAT3_PARAM(HairReflectionClosure, sc.T),
CLOSURE_FLOAT_PARAM(HairReflectionClosure, sc.offset),
#else
CLOSURE_FLOAT3_PARAM(HairReflectionClosure, sc.N),
CLOSURE_FLOAT_PARAM(HairReflectionClosure, sc.data1),
#endif
BSDF_CLOSURE_CLASS_END(HairTransmission, hair_transmission)
/* Registration */
static void generic_closure_setup(OSL::RendererServices *, int id, void *data)
@@ -225,6 +252,11 @@ void OSLShader::register_closures(OSLShadingSystem *ss_)
closure_bssrdf_cubic_extended_params(), closure_bssrdf_cubic_prepare);
register_closure(ss, "bssrdf_gaussian", id++,
closure_bssrdf_gaussian_extended_params(), closure_bssrdf_gaussian_prepare);
register_closure(ss, "hair_reflection", id++,
bsdf_hair_reflection_params(), bsdf_hair_reflection_prepare);
register_closure(ss, "hair_transmission", id++,
bsdf_hair_transmission_params(), bsdf_hair_transmission_prepare);
}
CCL_NAMESPACE_END

View File

@@ -180,6 +180,10 @@ static void flatten_surface_closure_tree(ShaderData *sd, int path_flag,
sc.data1 = bsdf->sc.data1;
sc.prim = bsdf->sc.prim;
#ifdef __HAIR__
sc.offset = bsdf->sc.offset;
#endif
/* add */
if(sc.sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE) {
sd->closure[sd->num_closure++] = sc;

View File

@@ -74,6 +74,7 @@ set(SRC_OSL
node_blackbody.osl
node_wave_texture.osl
node_wireframe.osl
node_hair_bsdf.osl
)
set(SRC_OSL_HEADERS

View File

@@ -0,0 +1,56 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_hair_bsdf(
color Color = 0.8,
string component = "Reflection",
float Offset = 0.0,
float RoughnessU = 0.1,
float RoughnessV = 1.0,
normal Normal = Ng,
output closure color BSDF = 0)
{
float IsStrand;
float roughnessh = clamp(RoughnessU, 0.001,1.0);
float roughnessv = clamp(RoughnessV, 0.001,1.0);
getattribute("geom:is_curve", IsStrand);
if (!IsStrand) {
if (backfacing())
BSDF = transparent();
else {
if (component == "Reflection")
BSDF = Color * hair_reflection(Normal, roughnessh, roughnessv, normalize(dPdv), 0.0);
else
BSDF = Color * hair_transmission(Normal, roughnessh, roughnessv, normalize(dPdv), 0.0);
}
}
else {
if (backfacing())
BSDF = transparent();
else {
if (component == "Reflection")
BSDF = Color * hair_reflection(Normal, roughnessh, roughnessv, dPdu, -Offset);
else
BSDF = Color * hair_transmission(Normal, roughnessh, roughnessv, dPdu, -Offset);
}
}
}

View File

@@ -468,6 +468,9 @@ closure color ambient_occlusion() BUILTIN;
closure color bssrdf_cubic(normal N, vector radius, float texture_blur, float sharpness) BUILTIN;
closure color bssrdf_gaussian(normal N, vector radius, float texture_blur) BUILTIN;
closure color hair_reflection(normal N, float roughnessu, float roughnessv, vector T, float offset) BUILTIN;
closure color hair_transmission(normal N, float roughnessu, float roughnessv, vector T, float offset) BUILTIN;
// Backwards compatibility
closure color bssrdf_cubic(normal N, vector radius) BUILTIN;
closure color bssrdf_gaussian(normal N, vector radius) BUILTIN;

View File

@@ -337,6 +337,46 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
}
break;
}
#ifdef __HAIR__
case CLOSURE_BSDF_HAIR_REFLECTION_ID:
case CLOSURE_BSDF_HAIR_TRANSMISSION_ID: {
if(sd->flag & SD_BACKFACING && sd->segment != ~0) {
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->weight = make_float3(1.0f,1.0f,1.0f);
sc->N = N;
sd->flag |= bsdf_transparent_setup(sc);
}
}
else {
ShaderClosure *sc = &sd->closure[sd->num_closure];
sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->N = N;
sc->data0 = param1;
sc->data1 = param2;
sc->offset = -stack_load_float(stack, data_node.z);
if(sd->segment == ~0) {
sc->T = normalize(sd->dPdv);
sc->offset = 0.0f;
}
else
sc->T = sd->dPdu;
if(type == CLOSURE_BSDF_HAIR_REFLECTION_ID) {
sd->flag |= bsdf_hair_reflection_setup(sc);
}
else {
sd->flag |= bsdf_hair_transmission_setup(sc);
}
}
}
break;
}
#endif
#ifdef __SUBSURFACE__
case CLOSURE_BSSRDF_COMPATIBLE_ID:
case CLOSURE_BSSRDF_CUBIC_ID:

View File

@@ -357,6 +357,8 @@ typedef enum ClosureType {
CLOSURE_BSDF_WESTIN_BACKSCATTER_ID,
CLOSURE_BSDF_PHONG_RAMP_ID,
CLOSURE_BSDF_GLOSSY_TOON_ID,
CLOSURE_BSDF_HAIR_REFLECTION_ID,
/* Transmission */
CLOSURE_BSDF_TRANSMISSION_ID,
@@ -367,6 +369,8 @@ typedef enum ClosureType {
CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID,
CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID,
CLOSURE_BSDF_SHARP_GLASS_ID,
CLOSURE_BSDF_HAIR_TRANSMISSION_ID,
/* Special cases */
CLOSURE_BSDF_BSSRDF_ID,
@@ -395,8 +399,8 @@ typedef enum ClosureType {
/* watch this, being lazy with memory usage */
#define CLOSURE_IS_BSDF(type) (type <= CLOSURE_BSDF_TRANSPARENT_ID)
#define CLOSURE_IS_BSDF_DIFFUSE(type) (type >= CLOSURE_BSDF_DIFFUSE_ID && type <= CLOSURE_BSDF_DIFFUSE_TOON_ID)
#define CLOSURE_IS_BSDF_GLOSSY(type) (type >= CLOSURE_BSDF_GLOSSY_ID && type <= CLOSURE_BSDF_GLOSSY_TOON_ID)
#define CLOSURE_IS_BSDF_TRANSMISSION(type) (type >= CLOSURE_BSDF_TRANSMISSION_ID && type <= CLOSURE_BSDF_SHARP_GLASS_ID)
#define CLOSURE_IS_BSDF_GLOSSY(type) (type >= CLOSURE_BSDF_GLOSSY_ID && type <= CLOSURE_BSDF_HAIR_REFLECTION_ID)
#define CLOSURE_IS_BSDF_TRANSMISSION(type) (type >= CLOSURE_BSDF_TRANSMISSION_ID && type <= CLOSURE_BSDF_HAIR_TRANSMISSION_ID)
#define CLOSURE_IS_BSDF_BSSRDF(type) (type == CLOSURE_BSDF_BSSRDF_ID)
#define CLOSURE_IS_BSSRDF(type) (type >= CLOSURE_BSSRDF_COMPATIBLE_ID && type <= CLOSURE_BSSRDF_GAUSSIAN_ID)
#define CLOSURE_IS_VOLUME(type) (type >= CLOSURE_VOLUME_ID && type <= CLOSURE_VOLUME_ISOTROPIC_ID)

View File

@@ -1950,6 +1950,46 @@ void IsotropicVolumeNode::compile(OSLCompiler& compiler)
compiler.add(this, "node_isotropic_volume");
}
/* Hair BSDF Closure */
static ShaderEnum hair_component_init()
{
ShaderEnum enm;
enm.insert("Reflection", CLOSURE_BSDF_HAIR_REFLECTION_ID);
enm.insert("Transmission", CLOSURE_BSDF_HAIR_TRANSMISSION_ID);
return enm;
}
ShaderEnum HairBsdfNode::component_enum = hair_component_init();
HairBsdfNode::HairBsdfNode()
{
component = ustring("Reflection");
add_input("Offset", SHADER_SOCKET_FLOAT);
add_input("RoughnessU", SHADER_SOCKET_FLOAT);
add_input("RoughnessV", SHADER_SOCKET_FLOAT);
}
void HairBsdfNode::compile(SVMCompiler& compiler)
{
closure = (ClosureType)component_enum[component];
BsdfNode::compile(compiler, input("RoughnessU"), input("RoughnessV"), input("Offset"));
}
void HairBsdfNode::compile(OSLCompiler& compiler)
{
compiler.parameter("component", component);
compiler.add(this, "node_hair_bsdf");
}
/* Geometry */
GeometryNode::GeometryNode()

View File

@@ -321,6 +321,15 @@ public:
SHADER_NODE_CLASS(IsotropicVolumeNode)
};
class HairBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(HairBsdfNode)
ustring component;
static ShaderEnum component_enum;
};
class GeometryNode : public ShaderNode {
public:
SHADER_NODE_CLASS(GeometryNode)

View File

@@ -186,6 +186,7 @@ shader_node_categories = [
NodeItem("ShaderNodeBsdfToon"),
NodeItem("ShaderNodeSubsurfaceScattering"),
NodeItem("ShaderNodeEmission"),
NodeItem("ShaderNodeBsdfHair"),
NodeItem("ShaderNodeBackground"),
NodeItem("ShaderNodeAmbientOcclusion"),
NodeItem("ShaderNodeHoldout"),

View File

@@ -746,6 +746,7 @@ struct ShadeResult;
#define SH_NODE_VECT_TRANSFORM 182
#define SH_NODE_SEPHSV 183
#define SH_NODE_COMBHSV 184
#define SH_NODE_BSDF_HAIR 185
/* custom defines options for Material node */
#define SH_NODE_MAT_DIFF 1

View File

@@ -3449,6 +3449,7 @@ static void registerShaderNodes(void)
register_node_type_sh_bsdf_transparent();
register_node_type_sh_bsdf_velvet();
register_node_type_sh_bsdf_toon();
register_node_type_sh_bsdf_hair();
register_node_type_sh_emission();
register_node_type_sh_holdout();
//register_node_type_sh_volume_transparent();

View File

@@ -921,6 +921,11 @@ static void node_shader_buts_toon(uiLayout *layout, bContext *UNUSED(C), Pointer
uiItemR(layout, ptr, "component", 0, "", ICON_NONE);
}
static void node_shader_buts_hair(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "component", 0, "", ICON_NONE);
}
static void node_shader_buts_script(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiLayout *row;
@@ -1054,6 +1059,9 @@ static void node_shader_set_butfunc(bNodeType *ntype)
case SH_NODE_BSDF_TOON:
ntype->uifunc = node_shader_buts_toon;
break;
case SH_NODE_BSDF_HAIR:
ntype->uifunc = node_shader_buts_hair;
break;
case SH_NODE_SCRIPT:
ntype->uifunc = node_shader_buts_script;
ntype->uifuncbut = node_shader_buts_script_details;

View File

@@ -2092,6 +2092,11 @@ void node_subsurface_scattering(vec4 color, float scale, vec3 radius, float shar
node_bsdf_diffuse(color, 0.0, N, result);
}
void node_bsdf_hair(vec4 color, float roughnessu, float roughnessv,, out vec4 result)
{
result = color;
}
/* emission */
void node_emission(vec4 color, float strength, vec3 N, out vec4 result)

View File

@@ -894,6 +894,10 @@ typedef struct NodeShaderNormalMap {
#define SHD_TOON_DIFFUSE 0
#define SHD_TOON_GLOSSY 1
/* hair components */
#define SHD_HAIR_REFLECTION 0
#define SHD_HAIR_TRANSMISSION 1
/* blend texture */
#define SHD_BLEND_LINEAR 0
#define SHD_BLEND_QUADRATIC 1

View File

@@ -2885,6 +2885,12 @@ static EnumPropertyItem node_toon_items[] = {
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem node_hair_items[] = {
{SHD_HAIR_REFLECTION, "Reflection", 0, "Reflection", ""},
{SHD_HAIR_TRANSMISSION, "Transmission", 0, "Transmission", ""},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem node_script_mode_items[] = {
{NODE_SCRIPT_INTERNAL, "INTERNAL", 0, "Internal", "Use internal text datablock"},
{NODE_SCRIPT_EXTERNAL, "EXTERNAL", 0, "External", "Use external .osl or .oso file"},
@@ -3583,6 +3589,17 @@ static void def_sh_bump(StructRNA *srna)
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
}
static void def_hair(StructRNA *srna)
{
PropertyRNA *prop;
prop = RNA_def_property(srna, "component", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "custom1");
RNA_def_property_enum_items(prop, node_hair_items);
RNA_def_property_ui_text(prop, "Component", "");
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
}
static void def_sh_normal_map(StructRNA *srna)
{
static EnumPropertyItem prop_space_items[] = {

View File

@@ -164,6 +164,7 @@ set(SRC
shader/nodes/node_shader_bsdf_translucent.c
shader/nodes/node_shader_bsdf_transparent.c
shader/nodes/node_shader_bsdf_velvet.c
shader/nodes/node_shader_bsdf_hair.c
shader/nodes/node_shader_bump.c
shader/nodes/node_shader_emission.c
shader/nodes/node_shader_fresnel.c

View File

@@ -106,6 +106,7 @@ void register_node_type_sh_emission(void);
void register_node_type_sh_holdout(void);
void register_node_type_sh_volume_transparent(void);
void register_node_type_sh_volume_isotropic(void);
void register_node_type_sh_bsdf_hair(void);
void register_node_type_sh_subsurface_scattering(void);
void register_node_type_sh_mix_shader(void);
void register_node_type_sh_add_shader(void);

View File

@@ -86,6 +86,7 @@ DefNode( ShaderNode, SH_NODE_BSDF_TRANSLUCENT, 0, "BS
DefNode( ShaderNode, SH_NODE_BSDF_TRANSPARENT, 0, "BSDF_TRANSPARENT", BsdfTransparent, "Transparent BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_VELVET, 0, "BSDF_VELVET", BsdfVelvet, "Velvet BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_TOON, def_toon, "BSDF_TOON", BsdfToon, "Toon BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_HAIR, def_hair, "BSDF_HAIR", BsdfHair, "Hair BSDF", "" )
DefNode( ShaderNode, SH_NODE_SUBSURFACE_SCATTERING, def_sh_subsurface, "SUBSURFACE_SCATTERING",SubsurfaceScattering,"Subsurface Scattering","")
DefNode( ShaderNode, SH_NODE_VOLUME_TRANSPARENT, 0, "VOLUME_TRANSPARENT", VolumeTransparent,"Transparent Volume","" )
DefNode( ShaderNode, SH_NODE_VOLUME_ISOTROPIC, 0, "VOLUME_ISOTROPIC", VolumeIsotropic, "Isotropic Volume", "" )

View File

@@ -0,0 +1,65 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "../node_shader_util.h"
/* **************** OUTPUT ******************** */
static bNodeSocketTemplate sh_node_bsdf_hair_in[] = {
{ SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
{ SOCK_FLOAT, 1, N_("Offset"), 0.0f, 0.0f, 0.0f, 0.0f, -M_PI_2, M_PI_2, PROP_ANGLE},
{ SOCK_FLOAT, 1, N_("RoughnessU"), 0.1f, 0.1f, 0.1f, 0.0f, 0.0f, 1.0f},
{ SOCK_FLOAT, 1, N_("RoughnessV"), 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f}, { -1, 0, "" }
};
static bNodeSocketTemplate sh_node_bsdf_hair_out[] = {
{ SOCK_SHADER, 0, N_("BSDF")},
{ -1, 0, "" }
};
static int node_shader_gpu_bsdf_hair(GPUMaterial *mat, bNode *UNUSED(node), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[2].link)
in[2].link = GPU_builtin(GPU_VIEW_NORMAL);
return GPU_stack_link(mat, "node_bsdf_hair", in, out);
}
/* node type definition */
void register_node_type_sh_bsdf_hair(void)
{
static bNodeType ntype;
sh_node_type_base(&ntype, SH_NODE_BSDF_HAIR, "Hair BSDF", NODE_CLASS_SHADER, 0);
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_bsdf_hair_in, sh_node_bsdf_hair_out);
node_type_size(&ntype, 150, 60, 200);
node_type_init(&ntype, NULL);
node_type_storage(&ntype, "", NULL, NULL);
nodeRegisterType(&ntype);
}