Remove node input "Blur"

This commit is contained in:
Weizhen Huang 2023-01-12 18:40:43 +01:00
parent 0da0f29c17
commit 5c9581920e
6 changed files with 9 additions and 32 deletions

View File

@ -34,9 +34,6 @@ typedef struct MicrofacetHairBSDF {
/* IOR. */
float eta;
/* Blur. */
float blur;
/* GGX/Beckmann. */
int distribution_type;
@ -1382,9 +1379,7 @@ ccl_device void bsdf_microfacet_hair_blur(ccl_private ShaderClosure *sc, float r
{
ccl_private MicrofacetHairBSDF *bsdf = (ccl_private MicrofacetHairBSDF *)sc;
if (bsdf->blur > 0) {
bsdf->roughness = fmaxf(roughness, bsdf->roughness);
}
bsdf->roughness = fmaxf(roughness, bsdf->roughness);
}
/* Hair Albedo */

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@ -892,12 +892,9 @@ ccl_device_noinline int svm_node_closure_bsdf(KernelGlobals kg,
float alpha = stack_load_float_default(stack, offset_ofs, data_node.z);
float ior = stack_load_float_default(stack, ior_ofs, data_node.w);
uint Blur_ofs, melanin_ofs, melanin_redness_ofs, absorption_coefficient_ofs;
svm_unpack_node_uchar4(data_node2.x,
&Blur_ofs,
&melanin_ofs,
&melanin_redness_ofs,
&absorption_coefficient_ofs);
uint melanin_ofs, melanin_redness_ofs, absorption_coefficient_ofs, temp;
svm_unpack_node_uchar4(
data_node2.x, &temp, &melanin_ofs, &melanin_redness_ofs, &absorption_coefficient_ofs);
uint tint_ofs, random_ofs, random_color_ofs, cross_section_type;
svm_unpack_node_uchar4(
@ -917,7 +914,6 @@ ccl_device_noinline int svm_node_closure_bsdf(KernelGlobals kg,
float R = stack_load_float_default(stack, R_ofs, data_node4.y);
float TT = stack_load_float_default(stack, TT_ofs, data_node4.z);
float TRT = stack_load_float_default(stack, TRT_ofs, data_node4.w);
float blur = stack_load_float_default(stack, Blur_ofs, data_node2.y);
ccl_private MicrofacetHairBSDF *bsdf = (ccl_private MicrofacetHairBSDF *)bsdf_alloc(
sd, sizeof(MicrofacetHairBSDF), weight);
@ -932,7 +928,6 @@ ccl_device_noinline int svm_node_closure_bsdf(KernelGlobals kg,
bsdf->extra->R = fmaxf(0.0f, R);
bsdf->extra->TT = fmaxf(0.0f, TT);
bsdf->extra->TRT = fmaxf(0.0f, TRT);
bsdf->blur = clamp(blur, 0.0f, 1.0f);
/* Random factors range: [-randomization/2, +randomization/2]. */
float random_roughness = param2;

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@ -3680,8 +3680,6 @@ NODE_DEFINE(MicrofacetHairBsdfNode)
SOCKET_IN_FLOAT(TT, "Transmission", 1.0f);
SOCKET_IN_FLOAT(TRT, "Secondary Reflection", 1.0f);
SOCKET_IN_FLOAT(Blur, "Blur", 1.0f);
SOCKET_IN_FLOAT(random_roughness, "Random Roughness", 0.0f);
SOCKET_IN_FLOAT(random_color, "Random Color", 0.0f);
SOCKET_IN_FLOAT(random, "Random", 0.0f);
@ -3730,7 +3728,6 @@ void MicrofacetHairBsdfNode::compile(SVMCompiler &compiler)
ShaderInput *R_in = input("Reflection");
ShaderInput *TT_in = input("Transmission");
ShaderInput *TRT_in = input("Secondary Reflection");
ShaderInput *Blur_in = input("Blur");
ShaderInput *aspect_ratio_in = input("Aspect Ratio");
@ -3772,13 +3769,11 @@ void MicrofacetHairBsdfNode::compile(SVMCompiler &compiler)
__float_as_uint(ior));
/* data node 2 */
compiler.add_node(compiler.encode_uchar4(compiler.stack_assign_if_linked(Blur_in),
melanin_ofs,
melanin_redness_ofs,
absorption_coefficient_ofs),
__float_as_uint(Blur),
__float_as_uint(melanin),
__float_as_uint(melanin_redness));
compiler.add_node(
compiler.encode_uchar4(0, melanin_ofs, melanin_redness_ofs, absorption_coefficient_ofs),
0,
__float_as_uint(melanin),
__float_as_uint(melanin_redness));
/* data node 3 */
compiler.add_node(

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@ -914,8 +914,6 @@ class MicrofacetHairBsdfNode : public BsdfBaseNode {
NODE_SOCKET_API(float, TT)
NODE_SOCKET_API(float, TRT)
NODE_SOCKET_API(float, Blur)
NODE_SOCKET_API(float3, normal)
NODE_SOCKET_API(float, surface_mix_weight)
/* If linked, here will be the given random number. */

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@ -57,7 +57,6 @@ void node_bsdf_hair_microfacet(vec4 color,
float ior,
float offset,
float aspect_ratio,
float Blur,
float random_color,
float random_roughness,
float random,

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@ -87,11 +87,6 @@ static void node_declare(NodeDeclarationBuilder &b)
.description(
"The tilt angle of the cuticle scales (the outermost part of the hair). They are always "
"tilted towards the hair root. The value is usually between 2 and 4 for human hair");
b.add_input<decl::Float>(N_("Blur"))
.default_value(1.0f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Float>(N_("Random Color"))
.default_value(0.0f)
.min(0.0f)