Cycles: Ashikhmin-Shirley anisotropic BSDF

* Ashikhmin-Shirley anisotropic BSDF was added as closure
* Anisotropic BSDF node now has two distributions

Reviewers: brecht, dingto

Differential Revision: https://developer.blender.org/D549
This commit is contained in:
Karsten Schwenk 2014-06-08 12:16:28 +02:00 committed by Brecht Van Lommel
parent f5cb0cf1a5
commit 8ce1090d4e
17 changed files with 315 additions and 19 deletions

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@ -509,8 +509,10 @@ static void xml_read_shader_graph(const XMLReadState& state, Shader *shader, pug
else if(string_iequals(node.name(), "mapping")) {
snode = new MappingNode();
}
else if(string_iequals(node.name(), "ward_bsdf")) {
snode = new WardBsdfNode();
else if(string_iequals(node.name(), "anisotropic_bsdf")) {
AnisotropicBsdfNode *aniso = new AnisotropicBsdfNode();
xml_read_enum(&aniso->distribution, AnisotropicBsdfNode::distribution_enum, node, "distribution");
snode = aniso;
}
else if(string_iequals(node.name(), "diffuse_bsdf")) {
snode = new DiffuseBsdfNode();

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@ -318,7 +318,21 @@ static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scen
node = new HoldoutNode();
}
else if (b_node.is_a(&RNA_ShaderNodeBsdfAnisotropic)) {
node = new WardBsdfNode();
BL::ShaderNodeBsdfAnisotropic b_aniso_node(b_node);
AnisotropicBsdfNode *aniso = new AnisotropicBsdfNode();
switch (b_aniso_node.distribution())
{
case BL::ShaderNodeBsdfAnisotropic::distribution_ASHIKHMIN_SHIRLEY:
aniso->distribution = ustring("Ashikhmin-Shirley");
break;
case BL::ShaderNodeBsdfAnisotropic::distribution_WARD:
default:
aniso->distribution = ustring("Ward");
break;
}
node = aniso;
}
else if (b_node.is_a(&RNA_ShaderNodeBsdfDiffuse)) {
node = new DiffuseBsdfNode();

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@ -61,6 +61,7 @@ set(SRC_CLOSURE_HEADERS
closure/bsdf_transparent.h
closure/bsdf_util.h
closure/bsdf_ward.h
closure/bsdf_ashikhmin_shirley.h
closure/bsdf_westin.h
closure/bsdf_hair.h
closure/bssrdf.h

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@ -25,6 +25,7 @@
#include "../closure/bsdf_transparent.h"
#ifdef __ANISOTROPIC__
#include "../closure/bsdf_ward.h"
#include "../closure/bsdf_ashikhmin_shirley.h"
#endif
#include "../closure/bsdf_westin.h"
#include "../closure/bsdf_toon.h"
@ -97,6 +98,10 @@ ccl_device int bsdf_sample(KernelGlobals *kg, const ShaderData *sd, const Shader
label = bsdf_ward_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_ASHIKHMIN_SHIRLEY_ID:
label = bsdf_ashikhmin_shirley_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
case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID:
label = bsdf_ashikhmin_velvet_sample(sc, sd->Ng, sd->I, sd->dI.dx, sd->dI.dy, randu, randv,
@ -189,6 +194,9 @@ ccl_device float3 bsdf_eval(KernelGlobals *kg, const ShaderData *sd, const Shade
case CLOSURE_BSDF_WARD_ID:
eval = bsdf_ward_eval_reflect(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID:
eval = bsdf_ashikhmin_shirley_eval_reflect(sc, sd->I, omega_in, pdf);
break;
#endif
case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID:
eval = bsdf_ashikhmin_velvet_eval_reflect(sc, sd->I, omega_in, pdf);
@ -256,6 +264,9 @@ ccl_device float3 bsdf_eval(KernelGlobals *kg, const ShaderData *sd, const Shade
case CLOSURE_BSDF_WARD_ID:
eval = bsdf_ward_eval_transmit(sc, sd->I, omega_in, pdf);
break;
case CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID:
eval = bsdf_ashikhmin_shirley_eval_transmit(sc, sd->I, omega_in, pdf);
break;
#endif
case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID:
eval = bsdf_ashikhmin_velvet_eval_transmit(sc, sd->I, omega_in, pdf);
@ -341,6 +352,9 @@ ccl_device void bsdf_blur(KernelGlobals *kg, ShaderClosure *sc, float roughness)
case CLOSURE_BSDF_WARD_ID:
bsdf_ward_blur(sc, roughness);
break;
case CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID:
bsdf_ashikhmin_shirley_blur(sc, roughness);
break;
#endif
case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID:
bsdf_ashikhmin_velvet_blur(sc, roughness);

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@ -0,0 +1,196 @@
/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License
*/
#ifndef __BSDF_ASHIKHMIN_SHIRLEY_H__
#define __BSDF_ASHIKHMIN_SHIRLEY_H__
/*
ASHIKHMIN SHIRLEY BSDF
Implementation of
Michael Ashikhmin and Peter Shirley: "An Anisotropic Phong BRDF Model" (2000)
The Fresnel factor is missing to get a separable bsdf (intensity*color), as is
the case with all other microfacet-based BSDF implementations in Cycles.
Other than that, the implementation directly follows the paper.
*/
CCL_NAMESPACE_BEGIN
ccl_device int bsdf_ashikhmin_shirley_setup(ShaderClosure *sc)
{
sc->data0 = clamp(sc->data0, 1e-4f, 1.0f); /* store roughness. could already convert to exponent to save some cycles in eval, */
sc->data1 = clamp(sc->data1, 1e-4f, 1.0f); /* but this is more consistent with other bsdfs and shader_blur. */
sc->type = CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID;
return SD_BSDF | SD_BSDF_HAS_EVAL | SD_BSDF_GLOSSY;
}
ccl_device void bsdf_ashikhmin_shirley_blur(ShaderClosure *sc, float roughness)
{
sc->data0 = fmaxf(roughness, sc->data0); /* clamp roughness */
sc->data1 = fmaxf(roughness, sc->data1);
}
ccl_device_inline float bsdf_ashikhmin_shirley_roughness_to_exponent(float roughness)
{
return 2.0f / (roughness*roughness) - 2.0f;
}
ccl_device float3 bsdf_ashikhmin_shirley_eval_reflect(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
float3 N = sc->N;
float3 T = sc->T;
float NdotI = dot(N, I); /* in Cycles/OSL convention I is omega_out */
float NdotO = dot(N, omega_in); /* and consequently we use for O omaga_in ;) */
float out = 0.0f;
if (NdotI > 0.0f && NdotO > 0.0f) {
NdotI = fmaxf(NdotI, 1e-6f);
NdotO = fmaxf(NdotO, 1e-6f);
float3 H = normalize(omega_in + I);
float HdotI = fmaxf(dot(H, I), 1e-6f);
float HdotN = fmaxf(dot(H, N), 1e-6f);
float pump = 1.0f / fmaxf(1e-6f, (HdotI*fmaxf(NdotO, NdotI))); /* pump from original paper (first derivative disc., but cancels the HdotI in the pdf nicely) */
/*float pump = 1.0f / fmaxf(1e-4f, ((NdotO + NdotI) * (NdotO*NdotI))); */ /* pump from d-brdf paper */
float n_x = bsdf_ashikhmin_shirley_roughness_to_exponent(sc->data0);
float n_y = bsdf_ashikhmin_shirley_roughness_to_exponent(sc->data1);
if (n_x == n_y) { /* => isotropic case */
float e = n_x;
float lobe = powf(HdotN, e);
float norm = (n_x + 1.0f) / (8.0f * M_PI_F);
out = NdotO * norm * lobe * pump;
*pdf = norm * lobe / HdotI; /* this is p_h / 4(H.I) (conversion from 'wh measure' to 'wi measure', eq. 8 in paper) */
}
else { /* => ANisotropic case */
float3 X, Y;
make_orthonormals_tangent(N, T, &X, &Y);
float HdotX = dot(H, X);
float HdotY = dot(H, Y);
float e = (n_x * HdotX*HdotX + n_y * HdotY*HdotY) / (1.0f - HdotN*HdotN);
float lobe = powf(HdotN, e);
float norm = sqrtf((n_x + 1.0f)*(n_y + 1.0f)) / (8.0f * M_PI_F);
out = NdotO * norm * lobe * pump;
*pdf = norm * lobe / HdotI;
}
}
return make_float3(out, out, out);
}
ccl_device float3 bsdf_ashikhmin_shirley_eval_transmit(const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf)
{
return make_float3(0.0f, 0.0f, 0.0f);
}
ccl_device_inline void bsdf_ashikhmin_shirley_sample_first_quadrant(float n_x, float n_y, float randu, float randv, float *phi, float *cos_theta)
{
*phi = atanf(sqrtf((n_x + 1.0f) / (n_y + 1.0f)) * tanf(M_PI_2_F * randu));
float cos_phi = cosf(*phi);
float sin_phi = sinf(*phi);
*cos_theta = powf(randv, 1.0f / (n_x * cos_phi*cos_phi + n_y * sin_phi*sin_phi + 1.0f));
}
ccl_device int bsdf_ashikhmin_shirley_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)
{
float3 N = sc->N;
float3 T = sc->T;
float NdotI = dot(N, I);
if (NdotI > 0.0f) {
float n_x = bsdf_ashikhmin_shirley_roughness_to_exponent(sc->data0);
float n_y = bsdf_ashikhmin_shirley_roughness_to_exponent(sc->data1);
/* get x,y basis on the surface for anisotropy */
float3 X, Y;
make_orthonormals_tangent(N, T, &X, &Y);
/* sample spherical coords for h in tangent space */
float phi;
float cos_theta;
if (n_x == n_y) { /* => simple isotropic sampling */
phi = M_2PI_F * randu;
cos_theta = powf(randv, 1.0f / (n_x + 1.0f));
}
else { /* => more complex anisotropic sampling */
if (randu < 0.25f) { /* first quadrant */
float remapped_randu = 4.0f * randu;
bsdf_ashikhmin_shirley_sample_first_quadrant(n_x, n_y, remapped_randu, randv, &phi, &cos_theta);
}
else if (randu < 0.5f) { /* second quadrant */
float remapped_randu = 4.0f * (.5f - randu);
bsdf_ashikhmin_shirley_sample_first_quadrant(n_x, n_y, remapped_randu, randv, &phi, &cos_theta);
phi = M_PI_F - phi;
}
else if (randu < 0.75f) { /* third quadrant */
float remapped_randu = 4.0f * (randu - 0.5f);
bsdf_ashikhmin_shirley_sample_first_quadrant(n_x, n_y, remapped_randu, randv, &phi, &cos_theta);
phi = M_PI_F + phi;
}
else { /* fourth quadrant */
float remapped_randu = 4.0f * (1.0f - randu);
bsdf_ashikhmin_shirley_sample_first_quadrant(n_x, n_y, remapped_randu, randv, &phi, &cos_theta);
phi = 2.0f * M_PI_F - phi;
}
}
/* get half vector in tangent space */
float sin_theta = sqrtf(fmaxf(0.0f, 1.0f - cos_theta*cos_theta));
float cos_phi = cosf(phi);
float sin_phi = sinf(phi); /* no sqrt(1-cos^2) here b/c it causes artifacts */
float3 h = make_float3(
sin_theta * cos_phi,
sin_theta * sin_phi,
cos_theta
);
/* half vector to world space */
float3 H = h.x*X + h.y*Y + h.z*N;
float HdotI = dot(H, I);
if (HdotI < 0.0f) H = -H;
/* reflect I on H to get omega_in */
*omega_in = -I + (2.0f * HdotI) * H;
/* leave the rest to eval_reflect */
/* (could maybe optimize a few things by manual inlining, but I doubt it would make much difference) */
*eval = bsdf_ashikhmin_shirley_eval_reflect(sc, I, *omega_in, pdf);
#ifdef __RAY_DIFFERENTIALS__
/* just do the reflection thing for now */
*domega_in_dx = (2.0f * dot(N, dIdx)) * N - dIdx;
*domega_in_dy = (2.0f * dot(N, dIdy)) * N - dIdy;
#endif
}
return LABEL_REFLECT | LABEL_GLOSSY;
}
CCL_NAMESPACE_END
#endif /* __BSDF_ASHIKHMIN_SHIRLEY_H__ */

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@ -52,6 +52,7 @@
#include "closure/bsdf_refraction.h"
#include "closure/bsdf_transparent.h"
#include "closure/bsdf_ward.h"
#include "closure/bsdf_ashikhmin_shirley.h"
#include "closure/bsdf_westin.h"
#include "closure/bsdf_toon.h"
#include "closure/bsdf_hair.h"
@ -110,6 +111,13 @@ BSDF_CLOSURE_CLASS_BEGIN(Ward, ward, ward, LABEL_GLOSSY)
CLOSURE_FLOAT_PARAM(WardClosure, sc.data1),
BSDF_CLOSURE_CLASS_END(Ward, ward)
BSDF_CLOSURE_CLASS_BEGIN(AshikhminShirley, ashikhmin_shirley, ashikhmin_shirley, LABEL_GLOSSY)
CLOSURE_FLOAT3_PARAM(AshikhminShirleyClosure, sc.N),
CLOSURE_FLOAT3_PARAM(AshikhminShirleyClosure, sc.T),
CLOSURE_FLOAT_PARAM(AshikhminShirleyClosure, sc.data0),
CLOSURE_FLOAT_PARAM(AshikhminShirleyClosure, sc.data1),
BSDF_CLOSURE_CLASS_END(AshikhminShirley, ashikhmin_shirley)
BSDF_CLOSURE_CLASS_BEGIN(DiffuseToon, diffuse_toon, diffuse_toon, LABEL_DIFFUSE)
CLOSURE_FLOAT3_PARAM(DiffuseToonClosure, sc.N),
CLOSURE_FLOAT_PARAM(DiffuseToonClosure, sc.data0),
@ -218,6 +226,8 @@ void OSLShader::register_closures(OSLShadingSystem *ss_)
bsdf_microfacet_beckmann_refraction_params(), bsdf_microfacet_beckmann_refraction_prepare);
register_closure(ss, "ward", id++,
bsdf_ward_params(), bsdf_ward_prepare);
register_closure(ss, "ashikhmin_shirley", id++,
bsdf_ashikhmin_shirley_params(), bsdf_ashikhmin_shirley_prepare);
register_closure(ss, "ashikhmin_velvet", id++,
bsdf_ashikhmin_velvet_params(), bsdf_ashikhmin_velvet_prepare);
register_closure(ss, "diffuse_toon", id++,

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@ -4,6 +4,7 @@
set(SRC_OSL
node_add_closure.osl
node_ambient_occlusion.osl
node_anisotropic_bsdf.osl
node_attribute.osl
node_background.osl
node_brick_texture.osl
@ -73,7 +74,6 @@ set(SRC_OSL
node_vector_transform.osl
node_velvet_bsdf.osl
node_voronoi_texture.osl
node_ward_bsdf.osl
node_wavelength.osl
node_blackbody.osl
node_wave_texture.osl

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@ -16,8 +16,9 @@
#include "stdosl.h"
shader node_ward_bsdf(
shader node_anisotropic_bsdf(
color Color = 0.0,
string distribution = "Ward",
float Roughness = 0.0,
float Anisotropy = 0.0,
float Rotation = 0.0,
@ -44,6 +45,9 @@ shader node_ward_bsdf(
RoughnessV = Roughness / (1.0 - aniso);
}
BSDF = Color * ward(Normal, T, RoughnessU, RoughnessV);
if (distribution == "Ashikhmin-Shirley")
BSDF = Color * ashikhmin_shirley(Normal, T, RoughnessU, RoughnessV);
else
BSDF = Color * ward(Normal, T, RoughnessU, RoughnessV);
}

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@ -486,6 +486,7 @@ closure color microfacet_ggx(normal N, float ag) BUILTIN;
closure color microfacet_ggx_refraction(normal N, float ag, float eta) BUILTIN;
closure color microfacet_beckmann(normal N, float ab) BUILTIN;
closure color microfacet_beckmann_refraction(normal N, float ab, float eta) BUILTIN;
closure color ashikhmin_shirley(normal N, vector T,float ax, float ay) BUILTIN;
closure color ward(normal N, vector T,float ax, float ay) BUILTIN;
closure color ashikhmin_velvet(normal N, float sigma) BUILTIN;
closure color emission() BUILTIN;

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@ -269,7 +269,8 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
break;
}
case CLOSURE_BSDF_WARD_ID: {
case CLOSURE_BSDF_WARD_ID:
case CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID: {
#ifdef __CAUSTICS_TRICKS__
if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
break;
@ -301,7 +302,11 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
sc->data1 = roughness/(1.0f - anisotropy);
}
sd->flag |= bsdf_ward_setup(sc);
if (type == CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID)
sd->flag |= bsdf_ashikhmin_shirley_setup(sc);
else
sd->flag |= bsdf_ward_setup(sc);
#else
sd->flag |= bsdf_diffuse_setup(sc);
#endif

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@ -358,6 +358,7 @@ typedef enum ClosureType {
CLOSURE_BSDF_MICROFACET_GGX_ID,
CLOSURE_BSDF_MICROFACET_BECKMANN_ID,
CLOSURE_BSDF_WARD_ID,
CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID,
CLOSURE_BSDF_ASHIKHMIN_VELVET_ID,
CLOSURE_BSDF_WESTIN_BACKSCATTER_ID,
CLOSURE_BSDF_PHONG_RAMP_ID,
@ -403,7 +404,7 @@ typedef enum ClosureType {
#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_BSDF_ANISOTROPIC(type) (type == CLOSURE_BSDF_WARD_ID)
#define CLOSURE_IS_BSDF_ANISOTROPIC(type) (type >= CLOSURE_BSDF_WARD_ID && type <= CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID)
#define CLOSURE_IS_BSDF_OR_BSSRDF(type) (type <= CLOSURE_BSSRDF_GAUSSIAN_ID)
#define CLOSURE_IS_BSSRDF(type) (type >= CLOSURE_BSSRDF_CUBIC_ID && type <= CLOSURE_BSSRDF_GAUSSIAN_ID)
#define CLOSURE_IS_VOLUME(type) (type >= CLOSURE_VOLUME_ID && type <= CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID)

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@ -1583,11 +1583,23 @@ void BsdfNode::compile(OSLCompiler& compiler)
assert(0);
}
/* Ward BSDF Closure */
/* Anisotropic BSDF Closure */
WardBsdfNode::WardBsdfNode()
static ShaderEnum anisotropic_distribution_init()
{
closure = CLOSURE_BSDF_WARD_ID;
ShaderEnum enm;
enm.insert("Ward", CLOSURE_BSDF_WARD_ID);
enm.insert("Ashikhmin-Shirley", CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID);
return enm;
}
ShaderEnum AnisotropicBsdfNode::distribution_enum = anisotropic_distribution_init();
AnisotropicBsdfNode::AnisotropicBsdfNode()
{
distribution = ustring("Ward");
add_input("Tangent", SHADER_SOCKET_VECTOR, ShaderInput::TANGENT);
@ -1596,7 +1608,7 @@ WardBsdfNode::WardBsdfNode()
add_input("Rotation", SHADER_SOCKET_FLOAT, 0.0f);
}
void WardBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes)
void AnisotropicBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes)
{
if(shader->has_surface) {
ShaderInput *tangent_in = input("Tangent");
@ -1608,14 +1620,17 @@ void WardBsdfNode::attributes(Shader *shader, AttributeRequestSet *attributes)
ShaderNode::attributes(shader, attributes);
}
void WardBsdfNode::compile(SVMCompiler& compiler)
void AnisotropicBsdfNode::compile(SVMCompiler& compiler)
{
closure = (ClosureType)distribution_enum[distribution];
BsdfNode::compile(compiler, input("Roughness"), input("Anisotropy"), input("Rotation"));
}
void WardBsdfNode::compile(OSLCompiler& compiler)
void AnisotropicBsdfNode::compile(OSLCompiler& compiler)
{
compiler.add(this, "node_ward_bsdf");
compiler.parameter("distribution", distribution);
compiler.add(this, "node_anisotropic_bsdf");
}
/* Glossy BSDF Closure */

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@ -218,9 +218,13 @@ public:
bool scattering;
};
class WardBsdfNode : public BsdfNode {
class AnisotropicBsdfNode : public BsdfNode {
public:
SHADER_NODE_CLASS(WardBsdfNode)
SHADER_NODE_CLASS(AnisotropicBsdfNode)
ustring distribution;
static ShaderEnum distribution_enum;
void attributes(Shader *shader, AttributeRequestSet *attributes);
};

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@ -930,6 +930,11 @@ static void node_shader_buts_glossy(uiLayout *layout, bContext *UNUSED(C), Point
uiItemR(layout, ptr, "distribution", 0, "", ICON_NONE);
}
static void node_shader_buts_anisotropic(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "distribution", 0, "", ICON_NONE);
}
static void node_shader_buts_subsurface(uiLayout *layout, bContext *C, PointerRNA *ptr)
{
/* SSS does not work on GPU yet */
@ -1096,6 +1101,9 @@ static void node_shader_set_butfunc(bNodeType *ntype)
case SH_NODE_BSDF_REFRACTION:
ntype->draw_buttons = node_shader_buts_glossy;
break;
case SH_NODE_BSDF_ANISOTROPIC:
ntype->draw_buttons = node_shader_buts_anisotropic;
break;
case SH_NODE_SUBSURFACE_SCATTERING:
ntype->draw_buttons = node_shader_buts_subsurface;
break;

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@ -873,6 +873,10 @@ typedef struct NodeShaderUVMap {
#define CMP_NODE_CHANNEL_MATTE_CS_YUV 3
#define CMP_NODE_CHANNEL_MATTE_CS_YCC 4
/* anisotropic distributions */
#define SHD_ANISOTROPIC_WARD 0
#define SHD_ANISOTROPIC_ASHIKHMIN_SHIRLEY 1
/* glossy distributions */
#define SHD_GLOSSY_BECKMANN 0
#define SHD_GLOSSY_SHARP 1

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@ -2952,6 +2952,12 @@ static EnumPropertyItem node_glossy_items[] = {
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem node_anisotropic_items[] = {
{SHD_ANISOTROPIC_WARD, "WARD", 0, "Ward", ""},
{SHD_ANISOTROPIC_ASHIKHMIN_SHIRLEY, "ASHIKHMIN_SHIRLEY", 0, "Ashikhmin-Shirley", ""},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem node_toon_items[] = {
{SHD_TOON_DIFFUSE, "DIFFUSE", 0, "Diffuse", ""},
{SHD_TOON_GLOSSY, "GLOSSY", 0, "Glossy", ""},
@ -3699,6 +3705,17 @@ static void def_glossy(StructRNA *srna)
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
}
static void def_anisotropic(StructRNA *srna)
{
PropertyRNA *prop;
prop = RNA_def_property(srna, "distribution", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "custom1");
RNA_def_property_enum_items(prop, node_anisotropic_items);
RNA_def_property_ui_text(prop, "Distribution", "");
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
}
static void def_toon(StructRNA *srna)
{
PropertyRNA *prop;

View File

@ -77,7 +77,7 @@ DefNode( ShaderNode, SH_NODE_ATTRIBUTE, def_sh_attribute, "AT
DefNode( ShaderNode, SH_NODE_AMBIENT_OCCLUSION, 0, "AMBIENT_OCCLUSION", AmbientOcclusion, "Ambient Occlusion", "" )
DefNode( ShaderNode, SH_NODE_BACKGROUND, 0, "BACKGROUND", Background, "Background", "" )
DefNode( ShaderNode, SH_NODE_HOLDOUT, 0, "HOLDOUT", Holdout, "Holdout", "" )
DefNode( ShaderNode, SH_NODE_BSDF_ANISOTROPIC, 0, "BSDF_ANISOTROPIC", BsdfAnisotropic, "Anisotropic BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_ANISOTROPIC, def_anisotropic, "BSDF_ANISOTROPIC", BsdfAnisotropic, "Anisotropic BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_DIFFUSE, 0, "BSDF_DIFFUSE", BsdfDiffuse, "Diffuse BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_GLOSSY, def_glossy, "BSDF_GLOSSY", BsdfGlossy, "Glossy BSDF", "" )
DefNode( ShaderNode, SH_NODE_BSDF_GLASS, def_glossy, "BSDF_GLASS", BsdfGlass, "Glass BSDF", "" )