Cycles: change Gaussian subsurface scattering falloff to be more similar to

the Cubic falloff, see here for details.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering
This commit is contained in:
Brecht Van Lommel
2013-08-28 19:22:46 +00:00
parent 7ba41a3c7c
commit 841fe45df9

View File

@@ -50,7 +50,7 @@ __device float bssrdf_gaussian_eval(ShaderClosure *sc, float r)
{
/* integrate (2*pi*r * exp(-r*r/(2*v)))/(2*pi*v)) from 0 to Rm
* = 1 - exp(-Rm*Rm/(2*v)) */
const float v = sc->data0;
const float v = sc->data0*sc->data0*(0.25f*0.25f);
const float Rm = sqrtf(v*GAUSS_TRUNCATE);
if(r >= Rm)
@@ -72,7 +72,7 @@ __device void bssrdf_gaussian_sample(ShaderClosure *sc, float xi, float *r, floa
/* xi = integrate (2*pi*r * exp(-r*r/(2*v)))/(2*pi*v)) = -exp(-r^2/(2*v))
* r = sqrt(-2*v*logf(xi)) */
const float v = sc->data0;
const float v = sc->data0*sc->data0*(0.25f*0.25f);
const float Rm = sqrtf(v*GAUSS_TRUNCATE);
/* 1.0 - expf(-Rm*Rm/(2*v)) simplified */