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test2/intern/cycles/kernel/osl/shaders/stdcycles.h
Alexandre Cardaillac 0315eae536 Cycles: Add more scattering phase functions
Previously, Cycles only supported the Henyey-Greenstein phase function for volume scattering.
While HG is flexible and works for a wide range of effects, sometimes a more physically accurate
phase function may be needed for realism.

Therefore, this adds three new phase functions to the code:
Rayleigh: For particles with a size below the wavelength of light, mostly athmospheric scattering.
Fournier-Forand: For realistic underwater scattering.
Draine: Fairly specific on its own (mostly for interstellar dust), but useful for the next entry.
Mie: Approximates Mie scattering in water droplets using a mix of Draine and HG phase functions.

These phase functions can be combined using Mix nodes as usual.

Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/123532
2024-10-02 11:12:53 +02:00

73 lines
2.8 KiB
C

/* SPDX-FileCopyrightText: 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: BSD-3-Clause
*
* Adapted code from Open Shading Language. */
#ifndef CCL_STDCYCLESOSL_H
#define CCL_STDCYCLESOSL_H
#include "stdosl.h"
// Constants
#define FLT_MAX 3.402823466e+38 // max value
// Declaration of built-in functions and closures, stdosl.h does not make
// these available so we have to redefine them.
#define BUILTIN [[int builtin = 1]]
#define BUILTIN_DERIV [[ int builtin = 1, int deriv = 1 ]]
closure color diffuse_ramp(normal N, color colors[8]) BUILTIN;
closure color phong_ramp(normal N, float exponent, color colors[8]) BUILTIN;
closure color diffuse_toon(normal N, float size, float smooth) BUILTIN;
closure color glossy_toon(normal N, float size, float smooth) BUILTIN;
closure color ashikhmin_velvet(normal N, float sigma) BUILTIN;
closure color sheen(normal N, float roughness) BUILTIN;
closure color ambient_occlusion() BUILTIN;
closure color microfacet_f82_tint(
string distribution, vector N, vector T, float ax, float ay, color f0, color f82) BUILTIN;
/* Needed to pass along the color for multi-scattering saturation adjustment,
* otherwise could be replaced by microfacet() */
closure color microfacet_multi_ggx_glass(normal N, float ag, float eta, color C) BUILTIN;
closure color microfacet_multi_ggx_aniso(normal N, vector T, float ax, float ay, color C) BUILTIN;
// BSSRDF
closure color bssrdf(string method, normal N, vector radius, color albedo) BUILTIN;
// Hair
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;
closure color hair_chiang(normal N,
color sigma,
float roughnessu,
float roughnessv,
float coat,
float alpha,
float eta) BUILTIN;
closure color hair_huang(normal N,
color sigma,
float roughness,
float tilt,
float eta,
float aspect_ratio,
float r_lobe,
float tt_lobe,
float trt_lobe) BUILTIN;
// Volume
closure color henyey_greenstein(float g) BUILTIN;
closure color fournier_forand(float B, float IOR) BUILTIN;
closure color draine(float g, float alpha) BUILTIN;
closure color rayleigh() BUILTIN;
closure color absorption() BUILTIN;
// Ray Portal
closure color ray_portal_bsdf(vector position, vector direction) BUILTIN;
#endif /* CCL_STDOSL_H */