Pascal Schön (VanCantus)
User

Projects

User Details

User Since
May 17 2016, 9:40 AM (79 w, 1 d)

Recent Activity

Oct 20 2017

Pascal Schön (VanCantus) updated the task description for T53113: Solve issue with importance sampling at Principle shader clearcoat calculation.
Oct 20 2017, 11:22 AM · BF Blender
Pascal Schön (VanCantus) added a task to D2890: Solve issue with importance sampling at Principle shader clearcoat calculation: T53038: Principled shader clearcoat roughness inconsistent change from 0.0177 to 0.0178..
Oct 20 2017, 11:21 AM
Pascal Schön (VanCantus) added a revision to T53038: Principled shader clearcoat roughness inconsistent change from 0.0177 to 0.0178.: D2890: Solve issue with importance sampling at Principle shader clearcoat calculation.
Oct 20 2017, 11:21 AM · Rendering, Cycles
Pascal Schön (VanCantus) created D2890: Solve issue with importance sampling at Principle shader clearcoat calculation.
Oct 20 2017, 11:20 AM
Pascal Schön (VanCantus) triaged T53113: Solve issue with importance sampling at Principle shader clearcoat calculation as Confirmed priority.
Oct 20 2017, 11:15 AM · BF Blender
Pascal Schön (VanCantus) updated the task description for T53113: Solve issue with importance sampling at Principle shader clearcoat calculation.
Oct 20 2017, 11:11 AM · BF Blender
Pascal Schön (VanCantus) created T53113: Solve issue with importance sampling at Principle shader clearcoat calculation.
Oct 20 2017, 11:10 AM · BF Blender
Pascal Schön (VanCantus) added a comment to T53038: Principled shader clearcoat roughness inconsistent change from 0.0177 to 0.0178..

Maybe also the fixed roughness of 0.25 for the G term can cause some issues. Disney didn't really say in their paper from 2012 what the purpose of this hack was, but only that it's "found to be plausible and artistically pleasing". I will try at first to change only the D term to GGX without changing the G term (which means keeping the 0.25 roughness here) and look if this causes more problems and if so, I think we should go with having a consistent roughness throughout the whole clearcoat calculation. By doing so, we wouldn't need to have a distinction between clearcoat and non-clearcoat in the Microfacet BSDF evaluation (except for the sample weight) anymore.

Oct 20 2017, 8:31 AM · Rendering, Cycles
Pascal Schön (VanCantus) added a comment to T53038: Principled shader clearcoat roughness inconsistent change from 0.0177 to 0.0178..

@Brecht Van Lommel (brecht), yes, I see this like you do. I don't think that we get a real benefit out of the GTR1 distribution. The difference (especially because clearcoat is only applied with a pre-factor of 0.25) should be pretty low and can thus be neglected. For me it seems ok to switch to GGX, but I will at first try to compare both versions today before adding a patch.

Oct 20 2017, 7:07 AM · Rendering, Cycles

Sep 15 2017

Pascal Schön (VanCantus) added a comment to D2726: Principled BSDF as default shader in Cycles.

@Brecht Van Lommel (brecht) @Aaron Carlisle (Blendify) Can this now be considered for being committed to master as Blender 2.79 is out?

Sep 15 2017, 10:00 AM · Cycles

Sep 5 2017

Pascal Schön (VanCantus) accepted D2822: Fix T52441: Principle BSDF clearcoat optimisation bug.
Sep 5 2017, 10:56 AM
Pascal Schön (VanCantus) added a comment to D2822: Fix T52441: Principle BSDF clearcoat optimisation bug.

For me this seems to be an acceptable workaround although branching might not be that performant.

Sep 5 2017, 10:55 AM

Jun 26 2017

Pascal Schön (VanCantus) created D2726: Principled BSDF as default shader in Cycles.
Jun 26 2017, 10:19 AM · Cycles

Jun 20 2017

Pascal Schön (VanCantus) updated subscribers of T51849: Principled Roughness & Clearcoat Gloss are opposites of each other?.

On other notes I think a found something in the paper:

For our clearcoat specular we don’t have a Smith G derivation and simply use the GGX G with a fixed roughness of 0.25, found to be plausible and artistically pleasing.

I do not know a ton about this but @Pascal Schön (VanCantus) will probably be able to answer more.

Jun 20 2017, 12:28 PM · Cycles, User Interface, BF Blender

Jun 19 2017

Pascal Schön (VanCantus) added a comment to D2677: Cycles: Improve sample weighting of the Principled BSDF specular component.

For me this looks good as well. Brightness seems to be more plausible especially when using the Multiscatter GGX.

Jun 19 2017, 4:53 PM

May 29 2017

Pascal Schön (VanCantus) updated the diff for D2685: Cycles: Improve backscatter color of subsurface scattering in Principled BSDF.

@Brecht Van Lommel (brecht) I updated the code respectively.

May 29 2017, 7:56 AM · BF Blender

May 24 2017

Pascal Schön (VanCantus) added a comment to T51589: Principled Subsurface Scattering, wrong shadow color.

For your other issue, I added a new Diff (D2685) which corrects it.

May 24 2017, 8:45 AM · Cycles, BF Blender
Pascal Schön (VanCantus) added a reviewer for D2685: Cycles: Improve backscatter color of subsurface scattering in Principled BSDF: Cycles.
May 24 2017, 8:42 AM · BF Blender
Pascal Schön (VanCantus) created D2685: Cycles: Improve backscatter color of subsurface scattering in Principled BSDF.
May 24 2017, 8:40 AM · BF Blender
Pascal Schön (VanCantus) added a comment to T51589: Principled Subsurface Scattering, wrong shadow color.

I added a fix for this problem. It was just a small problem for diffuse ancestors. Here I was setting the subsurface value to 0.0 which led to a principled diffuse shader closure call. Here the base color was used to evaluate the closure. I just needed to apply the mixed color to base color in this case.

May 24 2017, 7:51 AM · Cycles, BF Blender

May 23 2017

Pascal Schön (VanCantus) added a comment to D2677: Cycles: Improve sample weighting of the Principled BSDF specular component.

The way I understood this patch is that is that it is multiplying the weight with the average normal fresnel , and then later dividing it out again and multiplying with the more correct per-microfacet fresnel, so that sampling is affected but the integrated BSDF actually remains the same.

The simpler way to achieve that would be to adjust only the closure sample_weight.

May 23 2017, 9:47 AM

May 22 2017

Pascal Schön (VanCantus) added a comment to D2677: Cycles: Improve sample weighting of the Principled BSDF specular component.

I don't think the converged render should change because of this patch? That seems like a bug.

May 22 2017, 3:56 PM

May 19 2017

Pascal Schön (VanCantus) added a comment to D2677: Cycles: Improve sample weighting of the Principled BSDF specular component.

@Lukas Stockner (lukasstockner97) The render settings of your scene are one sample per pixel, aren't they?

May 19 2017, 9:44 AM

May 18 2017

Pascal Schön (VanCantus) added a comment to T51408: Cycles - Principled BSDF Shader - Transparency is not working as expected.

I renamed the inputs as @Brecht Van Lommel (brecht) suggested. For the additional inputs I will first create a new differential which then can be approved and committed.

May 18 2017, 1:22 PM · Cycles, BF Blender

May 5 2017

matali23 (matali23) awarded T51408: Cycles - Principled BSDF Shader - Transparency is not working as expected a Love token.
May 5 2017, 10:20 AM · Cycles, BF Blender
Pascal Schön (VanCantus) added a comment to T51408: Cycles - Principled BSDF Shader - Transparency is not working as expected.

I will do the changes as Brecht stated and I will also figure out how to do the cutout transparency. I can also add the emission shading if this is a liked feature for the principled shader.

May 5 2017, 7:30 AM · Cycles, BF Blender

Apr 21 2017

Pascal Schön (VanCantus) added a comment to D2354: Thin surface approximation for Cycles Disney BSDF.

I will update this next week such that it's up to date with the latest master.

Apr 21 2017, 7:31 AM · Cycles
Pascal Schön (VanCantus) added a reviewer for D2354: Thin surface approximation for Cycles Disney BSDF: Sergey Sharybin (sergey).
Apr 21 2017, 7:30 AM · Cycles

Apr 18 2017

Pascal Schön (VanCantus) added a comment to D2313: Cycles Disney BRDF.

@Brecht Van Lommel (brecht) I was on vacation for a few days. ;-) I'll do the merge and also handle appearing bugs. But if some bigger stuff appears that I can't handle, I will ask for help.

Apr 18 2017, 7:47 AM · Cycles

Apr 3 2017

Pascal Schön (VanCantus) updated the diff for D2313: Cycles Disney BRDF.

Switched from multiplication of base and subsurface color to blending between them using the subsurface parameter. I also updated the copyright for the new files.

Apr 3 2017, 8:50 AM · Cycles

Mar 28 2017

Pascal Schön (VanCantus) planned changes to D2313: Cycles Disney BRDF.

Regarding the SSS color topic: Currently I'm "multiplying" the surface and subsurface color together. Other renderers like the one in Modo and Renderman are simply blending those colors together using the subsurface amount. But there's also another approach which is described here. At the moment I think it would make sense to handle it like Renderman does because this is the "ground truth" for the Disney shader, but it can be discussed before I change it.

Mar 28 2017, 8:05 AM · Cycles

Mar 21 2017

Fahad Hasan (cgvirus) awarded D2313: Cycles Disney BRDF a Love token.
Mar 21 2017, 7:26 AM · Cycles

Mar 7 2017

David Ullmann (robocyte) awarded D2313: Cycles Disney BRDF a Love token.
Mar 7 2017, 11:51 PM · Cycles

Mar 5 2017

christian brinkmann (poor) awarded D2313: Cycles Disney BRDF a Love token.
Mar 5 2017, 3:22 PM · Cycles

Feb 6 2017

Pascal Schön (VanCantus) added a comment to D2313: Cycles Disney BRDF.

Thanks for your review. The current update implements the GLSL version of the Principled BSDF. I also tried to implement the anisotropy correctly but failed due to the missing tangent. I then computed a default tangent as a workaround. Maybe one of you (who has more knowledge in GLSL shaders) can have a look into it and give a better way of handling this problem.

Feb 6 2017, 12:07 PM · Cycles
Pascal Schön (VanCantus) updated the diff for D2313: Cycles Disney BRDF.
  • Fix to comply strict compiler flags
  • Fix for non-working GLSL shading
  • Implemented the real-time view port for the Principled BSDF (except for transparency and SSS)
Feb 6 2017, 12:00 PM · Cycles
Pascal Schön (VanCantus) committed rB26e906d162a6: Merge branch 'master' into cycles_disney_brdf (authored by Pascal Schön (VanCantus)).
Merge branch 'master' into cycles_disney_brdf
Feb 6 2017, 11:56 AM
Pascal Schön (VanCantus) committed rB0593b8c51bf7: Fixed the broken GLSL shader and implemented the Disney BRDF in the real-time… (authored by Pascal Schön (VanCantus)).
Fixed the broken GLSL shader and implemented the Disney BRDF in the real-time…
Feb 6 2017, 11:32 AM
Pascal Schön (VanCantus) committed rB8c7e11423be6: Fix to comply strict compiler flags and some code cleanup (authored by Pascal Schön (VanCantus)).
Fix to comply strict compiler flags and some code cleanup
Feb 6 2017, 11:32 AM

Jan 25 2017

Thomas Beck (plasmasolutions) awarded D2313: Cycles Disney BRDF a Love token.
Jan 25 2017, 2:59 PM · Cycles

Jan 24 2017

Pascal Schön (VanCantus) updated the diff for D2313: Cycles Disney BRDF.

Changes:

  • Renamed the Disney BSDF to Principled BSDF
  • Fixed artifacts in specular reflections for low roughness values
  • Distinction between GGX with or without Fresnel is now handled via the type of the closure (e.g. CLOSURE_BSDF_MICROFACET_GGX_FRESNEL_ID)
  • Fixed the error in the clearcoat, where the highlight appeared too bright for default light sources (like directional lights)
Jan 24 2017, 10:08 AM · Cycles
Pascal Schön (VanCantus) committed rB17724e9d2dbf: Merge branch 'master' into cycles_disney_brdf (authored by Pascal Schön (VanCantus)).
Merge branch 'master' into cycles_disney_brdf
Jan 24 2017, 10:00 AM
Pascal Schön (VanCantus) committed rB379ba346b0ac: Renamed the Disney BSDF to Principled BSDF. (authored by Pascal Schön (VanCantus)).
Renamed the Disney BSDF to Principled BSDF.
Jan 24 2017, 10:00 AM
Pascal Schön (VanCantus) added a comment to D2313: Cycles Disney BRDF.

I was waiting for further reviews. ;-)

Jan 24 2017, 7:56 AM · Cycles

Dec 14 2016

Pascal Schön (VanCantus) committed rB5d4b4da1843b: Merge branch 'cycles_disney_brdf' into cycles_disney_bsdf_transmittance (authored by Pascal Schön (VanCantus)).
Merge branch 'cycles_disney_brdf' into cycles_disney_bsdf_transmittance
Dec 14 2016, 3:07 PM
Pascal Schön (VanCantus) committed rBf80dcb4f34f1: Removed reflection call when roughness is low because of artifacts. (authored by Pascal Schön (VanCantus)).
Removed reflection call when roughness is low because of artifacts.
Dec 14 2016, 3:07 PM
Pascal Schön (VanCantus) committed rB732db8a57f6d: Indication if to use fresnel is now handled via the type of the BSDF. (authored by Pascal Schön (VanCantus)).
Indication if to use fresnel is now handled via the type of the BSDF.
Dec 14 2016, 3:07 PM
Pascal Schön (VanCantus) committed rB521d4335ef8c: Enhanced the thin surface specular transmission approximation by a simple… (authored by Pascal Schön (VanCantus)).
Enhanced the thin surface specular transmission approximation by a simple…
Dec 14 2016, 3:07 PM
Pascal Schön (VanCantus) committed rB3ed1e08f66fe: Implemented the specular transmission part of the thin surface approximation. (authored by Pascal Schön (VanCantus)).
Implemented the specular transmission part of the thin surface approximation.
Dec 14 2016, 3:07 PM
Pascal Schön (VanCantus) committed rBc58a54bbf29f: Better roughness remapping for thin surface specular refractions. (authored by Pascal Schön (VanCantus)).
Better roughness remapping for thin surface specular refractions.
Dec 14 2016, 3:07 PM
Pascal Schön (VanCantus) committed rB5ff822140fc9: Implemented the thin surface diffuse part. (authored by Pascal Schön (VanCantus)).
Implemented the thin surface diffuse part.
Dec 14 2016, 3:07 PM
Pascal Schön (VanCantus) committed rB0103659f5e70: Fixed an error in the clearcoat where it appeared too bright for default… (authored by Pascal Schön (VanCantus)).
Fixed an error in the clearcoat where it appeared too bright for default…
Dec 14 2016, 3:07 PM

Dec 12 2016

Dalai Felinto (dfelinto) awarded D2313: Cycles Disney BRDF a Love token.
Dec 12 2016, 8:32 PM · Cycles

Nov 15 2016

Pascal Schön (VanCantus) updated D2354: Thin surface approximation for Cycles Disney BSDF.
Nov 15 2016, 11:02 AM · Cycles
Pascal Schön (VanCantus) added a dependent revision for D2313: Cycles Disney BRDF: D2354: Thin surface approximation for Cycles Disney BSDF.
Nov 15 2016, 11:01 AM · Cycles
Pascal Schön (VanCantus) added a dependency for D2354: Thin surface approximation for Cycles Disney BSDF: D2313: Cycles Disney BRDF.
Nov 15 2016, 11:01 AM · Cycles
Pascal Schön (VanCantus) retitled D2354: Thin surface approximation for Cycles Disney BSDF from to Thin surface approximation for Cycles Disney BSDF.
Nov 15 2016, 11:01 AM · Cycles

Nov 11 2016

Pascal Schön (VanCantus) added a comment to D2313: Cycles Disney BRDF.

This must be either a bug in the BSDF, or a bug in the integrator. First I would call bsdf_*_eval_reflect from bsdf_*_sample with the sampled direction, and check that the eval and pdf values match. If they don't then you'd have to track down why they are different.

If they match then you can still have the problem that the pdf does not match the probability of sampling the direction, but I don't think you changed that logic? So either is already broken (which you could verify with an existing Glossy BSDF) or it's a different issue.

You can also try disabling multiple importance sampling on the lamp or world, and verifying if it converges to the same result (using a BSDF with non-zero roughness and a lamp with non-zero radius or world texture that is not too high frequency).

Nov 11 2016, 11:38 AM · Cycles

Nov 10 2016

Daniel (danthedeckie) awarded D2313: Cycles Disney BRDF a Love token.
Nov 10 2016, 11:48 AM · Cycles

Nov 7 2016

Pascal Schön (VanCantus) updated the diff for D2313: Cycles Disney BRDF.

Again some updates on the code based on the comments:

  • Consolidated code in the bsdf_microfacet_multi_impl.h file to reduce some computational expense.
  • Use reflection BSDF for glossy reflections when roughness is 0.0 to reduce computational expense.
  • Improved the optics of the clearcoat part by using GTR1 instead of GTR2 for the D term.
  • Code style cleanup and removed some unneeded code.
  • Resolved inconsistencies in using tabs and spaces.
Nov 7 2016, 12:19 PM · Cycles
Pascal Schön (VanCantus) committed rB0aa68f533529: Resolved inconsistencies in using tabs and spaces (authored by Pascal Schön (VanCantus)).
Resolved inconsistencies in using tabs and spaces
Nov 7 2016, 12:06 PM
Pascal Schön (VanCantus) committed rBf5897a9494e3: Improved the clearcoat part by using GTR1 instead of GTR2 (authored by Pascal Schön (VanCantus)).
Improved the clearcoat part by using GTR1 instead of GTR2
Nov 7 2016, 8:15 AM
Pascal Schön (VanCantus) committed rB3dfc240e61b3: Use reflection BSDF for glossy reflections when roughness is 0.0 to reduce… (authored by Pascal Schön (VanCantus)).
Use reflection BSDF for glossy reflections when roughness is 0.0 to reduce…
Nov 7 2016, 8:14 AM

Oct 31 2016

Pascal Schön (VanCantus) added a comment to D2313: Cycles Disney BRDF.

On a general note, I don't really like the variable names cspec0 and csheen0. In small code parts, "technical" variable names that are references to some mathematical operation (like NdotL or val_sqr) are reasonable, but when they're used all over the place a more descriptive name would be nice.

Oct 31 2016, 11:03 AM · Cycles
Pascal Schön (VanCantus) added inline comments to D2313: Cycles Disney BRDF.
Oct 31 2016, 10:18 AM · Cycles

Oct 26 2016

Pascal Schön (VanCantus) committed rBa2dd0c5fafda: Fixed glossy reflections and refractions for low roughness values and cleaned… (authored by Pascal Schön (VanCantus)).
Fixed glossy reflections and refractions for low roughness values and cleaned…
Oct 26 2016, 9:08 AM
Pascal Schön (VanCantus) committed rB981737591231: Removed default values in setup functions and added extra functions for GGX… (authored by Pascal Schön (VanCantus)).
Removed default values in setup functions and added extra functions for GGX…
Oct 26 2016, 9:08 AM
Pascal Schön (VanCantus) committed rBbbc5d9d45273: Switched from uniform to cosine hemisphere sampling for the diffuse and the… (authored by Pascal Schön (VanCantus)).
Switched from uniform to cosine hemisphere sampling for the diffuse and the…
Oct 26 2016, 9:08 AM
Pascal Schön (VanCantus) committed rB8f3d92738532: Fixed the issue with artifacts when using anisotropy without linking the… (authored by Pascal Schön (VanCantus)).
Fixed the issue with artifacts when using anisotropy without linking the…
Oct 26 2016, 9:08 AM
Pascal Schön (VanCantus) committed rBd52d8f2813d6: Removed the color parameters from the diffuse and sheen shader and use them… (authored by Pascal Schön (VanCantus)).
Removed the color parameters from the diffuse and sheen shader and use them…
Oct 26 2016, 9:08 AM
Pascal Schön (VanCantus) committed rBd93f680db9ac: Added subsurface radius parameter to control the per color channel effection… (authored by Pascal Schön (VanCantus)).
Added subsurface radius parameter to control the per color channel effection…
Oct 26 2016, 9:07 AM
Pascal Schön (VanCantus) committed rBc708c3e53b32: Rearranged the inputs of the shader. (authored by Pascal Schön (VanCantus)).
Rearranged the inputs of the shader.
Oct 26 2016, 9:07 AM
Pascal Schön (VanCantus) updated the diff for D2313: Cycles Disney BRDF.
  • Rearranged the inputs of the shader node
  • Added "Subsurface Radius" parameter to control the per color channel radius of the subsurface scattering
  • Fixed the issue with artifacts when using anisotropy without linking the tangent input to a tangent node
  • Removed the color parameters from the diffuse and sheen shader and use them as closure weights instead
  • Switched from uniform to cosine hemisphere sampling for the diffuse and sheen part
  • Removed default values in setup functions and added extra functions for GGX with fresnel instead
  • Fixed a bug when using glossy reflections/refractions with low roughness values
  • Cleanup of the code
Oct 26 2016, 9:07 AM · Cycles

Oct 25 2016

Pascal Schön (VanCantus) added inline comments to D2313: Cycles Disney BRDF.
Oct 25 2016, 2:43 PM · Cycles

Oct 21 2016

Pascal Schön (VanCantus) updated the diff for D2313: Cycles Disney BRDF.

Previous diff was wrong...
Or is it correct to simply do a diff against the previously reviewed commit?

Oct 21 2016, 9:42 AM · Cycles
Pascal Schön (VanCantus) updated the diff for D2313: Cycles Disney BRDF.

The parameter names of the shader node have now spaces between the words (like for 'SpecularTint' -> 'Specular Tint').

Oct 21 2016, 9:36 AM · Cycles
Pascal Schön (VanCantus) committed rBdfbfff9c3890: Put spaces in the parameter names of the shader node (authored by Pascal Schön (VanCantus)).
Put spaces in the parameter names of the shader node
Oct 21 2016, 9:28 AM
Pascal Schön (VanCantus) committed rBe5a748ced17c: Removed code that isn't in use anymore (authored by Pascal Schön (VanCantus)).
Removed code that isn't in use anymore
Oct 21 2016, 9:28 AM
Pascal Schön (VanCantus) committed rB75992bebc128: Code style cleanup (authored by Pascal Schön (VanCantus)).
Code style cleanup
Oct 21 2016, 9:28 AM
Pascal Schön (VanCantus) added a comment to D2313: Cycles Disney BRDF.

So first, I think this should be renamed to some something else than "Disney" because of trademark reasons. It may or may not be an actual problem, but we should sidestep that entirely. "Principled BSDF" could be good if we're following the naming from the paper, though I'm sure there's other good alternatives.

Oct 21 2016, 9:18 AM · Cycles

Oct 20 2016

Pascal Schön (VanCantus) added reviewers for D2313: Cycles Disney BRDF: Brecht Van Lommel (brecht), Thomas Dinges (dingto).
Oct 20 2016, 2:09 PM · Cycles
Pascal Schön (VanCantus) retitled D2313: Cycles Disney BRDF from to Cycles Disney BRDF.
Oct 20 2016, 11:22 AM · Cycles
Pascal Schön (VanCantus) committed rB4dfcf455f776: Merge branch 'master' into cycles_disney_brdf (authored by Pascal Schön (VanCantus)).
Merge branch 'master' into cycles_disney_brdf
Oct 20 2016, 11:12 AM
Pascal Schön (VanCantus) committed rB243a0e3eb80e: Switching between OSL and SVM is more consistant now when using Disney BSDF. (authored by Pascal Schön (VanCantus)).
Switching between OSL and SVM is more consistant now when using Disney BSDF.
Oct 20 2016, 11:12 AM

Sep 27 2016

Pascal Schön (VanCantus) committed rBe1fa86239154: Merge branch 'master' into cycles_disney_brdf (authored by Pascal Schön (VanCantus)).
Merge branch 'master' into cycles_disney_brdf
Sep 27 2016, 11:22 AM
Pascal Schön (VanCantus) committed rB5f880293aeea: Merge branch 'master' into cycles_disney_brdf (authored by Pascal Schön (VanCantus)).
Merge branch 'master' into cycles_disney_brdf
Sep 27 2016, 11:22 AM
Pascal Schön (VanCantus) committed rBd0530a8af0e0: Cleanup the Disney BSDF implementation and removing unneeded files. (authored by Pascal Schön (VanCantus)).
Cleanup the Disney BSDF implementation and removing unneeded files.
Sep 27 2016, 11:22 AM
Pascal Schön (VanCantus) committed rB2a5ac509223c: Fixed a bug that caused transparency to be always white when using OSL and… (authored by Pascal Schön (VanCantus)).
Fixed a bug that caused transparency to be always white when using OSL and…
Sep 27 2016, 11:22 AM
Pascal Schön (VanCantus) committed rBcdd29d06bb86: Merge branch 'master' into cycles_disney_brdf (authored by Pascal Schön (VanCantus)).
Merge branch 'master' into cycles_disney_brdf
Sep 27 2016, 11:22 AM
Pascal Schön (VanCantus) committed rB3cd5eb56cf5c: Fixed a bug in the Disney BSDF that caused specular reflections to be too… (authored by Pascal Schön (VanCantus)).
Fixed a bug in the Disney BSDF that caused specular reflections to be too…
Sep 27 2016, 11:22 AM
Pascal Schön (VanCantus) committed rB3f4fc826bd9c: Unified the OSL implementation of the Disney clearcoat as a simple microfacet… (authored by Pascal Schön (VanCantus)).
Unified the OSL implementation of the Disney clearcoat as a simple microfacet…
Sep 27 2016, 11:22 AM
Pascal Schön (VanCantus) committed rB4d3a0032ecea: Enhanced performance for Disney materials without subsurface scattering (authored by Pascal Schön (VanCantus)).
Enhanced performance for Disney materials without subsurface scattering
Sep 27 2016, 11:22 AM
Pascal Schön (VanCantus) committed rB7cb37d711938: Added selection field to the Disney BSDF node for switching between… (authored by Pascal Schön (VanCantus)).
Added selection field to the Disney BSDF node for switching between…
Sep 27 2016, 11:22 AM
Pascal Schön (VanCantus) committed rB02c315aeb0f0: Implemented the OSL part of the Disney shader (authored by Pascal Schön (VanCantus)).
Implemented the OSL part of the Disney shader
Sep 27 2016, 11:22 AM
Pascal Schön (VanCantus) committed rB0d9f4d7acb2d: Fixed refraction roughness problem (refractions were always 100% rough) and… (authored by Pascal Schön (VanCantus)).
Fixed refraction roughness problem (refractions were always 100% rough) and…
Sep 27 2016, 11:22 AM
Pascal Schön (VanCantus) committed rB630b80e08b6a: Fresnel in the microfacet multiscatter implementation improved (authored by Pascal Schön (VanCantus)).
Fresnel in the microfacet multiscatter implementation improved
Sep 27 2016, 11:22 AM
Pascal Schön (VanCantus) committed rBda0f94d4c814: Squashed commit of the following: (authored by Pascal Schön (VanCantus)).
Squashed commit of the following:
Sep 27 2016, 9:21 AM
Pascal Schön (VanCantus) committed rBd307e317bafe: Merge branch 'master' into experimental-build (authored by Pascal Schön (VanCantus)).
Merge branch 'master' into experimental-build
Sep 27 2016, 9:21 AM
Pascal Schön (VanCantus) committed rB17f015bc6c52: Revert "Squashed commit of the following:" (authored by Pascal Schön (VanCantus)).
Revert "Squashed commit of the following:"
Sep 27 2016, 9:21 AM

Aug 17 2016

Pascal Schön (VanCantus) committed rB351b6778f929: Squashed commit of the following: (authored by Pascal Schön (VanCantus)).
Squashed commit of the following:
Aug 17 2016, 10:02 AM