Add description to shader node inputs

This commit is contained in:
Weizhen Huang 2023-01-11 20:09:31 +01:00
parent f7f0888635
commit 9b99cc216b
1 changed files with 44 additions and 13 deletions

View File

@ -11,18 +11,26 @@ namespace blender::nodes::node_shader_bsdf_hair_microfacet_cc {
/* Color, melanin and absorption coefficient default to approximately same brownish hair. */
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>(N_("Color")).default_value({0.017513f, 0.005763f, 0.002059f, 1.0f});
b.add_input<decl::Color>(N_("Color"))
.default_value({0.017513f, 0.005763f, 0.002059f, 1.0f})
.description("The RGB color of the strand. Only used in Direct Coloring");
b.add_input<decl::Float>(N_("Melanin"))
.default_value(0.8f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
.subtype(PROP_FACTOR)
.description("Hair pigment. Specify its absolute quantity between 0 and 1");
b.add_input<decl::Float>(N_("Melanin Redness"))
.default_value(1.0f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Color>(N_("Tint")).default_value({1.0f, 1.0f, 1.0f, 1.0f});
.subtype(PROP_FACTOR)
.description(
"Fraction of pheomelanin in melanin, gives yellowish to reddish color, as opposed to "
"the brownish to black color of eumelanin");
b.add_input<decl::Color>(N_("Tint"))
.default_value({1.0f, 1.0f, 1.0f, 1.0f})
.description("Additional color used for dyeing the hair.");
b.add_input<decl::Vector>(N_("Absorption Coefficient"))
.default_value({0.245531f, 0.52f, 1.365f})
.min(0.0f)
@ -31,33 +39,54 @@ static void node_declare(NodeDeclarationBuilder &b)
.default_value(0.85f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
.subtype(PROP_FACTOR)
.description(
"For elliptical hair cross-section, the aspect ratio is the ratio of the minor axis to "
"the major axis. Recommended values are 0.8~1 for Asian hair, 0.65~0.9 for Caucasian "
"hair, 0.5~0.65 for African hair");
b.add_input<decl::Float>(N_("Roughness"))
.default_value(0.3f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
.subtype(PROP_FACTOR)
.description("Microfacet roughness");
b.add_input<decl::Float>(N_("Reflection"))
.default_value(1.0f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
.subtype(PROP_FACTOR)
.description(
"The first light bounce off the hair surface. The color of this component is always "
"white");
b.add_input<decl::Float>(N_("Transmission"))
.default_value(1.0f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
.subtype(PROP_FACTOR)
.description(
"The component that is transmitted through the hair. Picks up the color of the pigment "
"inside the hair");
b.add_input<decl::Float>(N_("Secondary Reflection"))
.default_value(1.0f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Float>(N_("IOR")).default_value(1.55f).min(0.0f).max(1000.0f);
.subtype(PROP_FACTOR)
.description(
"The component that is transmitted into the hair, reflected off the backside of the "
"hair and then transmitted out of the hair, oriented approximately around the incoming "
"direction. Picks up the color of the pigment inside the hair");
b.add_input<decl::Float>(N_("IOR")).default_value(1.55f).min(0.0f).max(1000.0f).description(
"Index of refraction determines how much the ray is bent. At 1.0 rays pass straight through "
"like in a transparent material; higher values cause larger deflection in angle. Default "
"value is 1.55 (the IOR of keratin)");
b.add_input<decl::Float>(N_("Offset"))
.default_value(2.0f * ((float)M_PI) / 180.0f)
.min(-M_PI_2)
.max(M_PI_2)
.subtype(PROP_ANGLE);
.subtype(PROP_ANGLE)
.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)
@ -67,12 +96,14 @@ static void node_declare(NodeDeclarationBuilder &b)
.default_value(0.0f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
.subtype(PROP_FACTOR)
.description("Vary the melanin concentration for each strand");
b.add_input<decl::Float>(N_("Random Roughness"))
.default_value(0.0f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
.subtype(PROP_FACTOR)
.description("Vary roughness values for each strand");
b.add_input<decl::Float>(N_("Random")).hide_value();
b.add_input<decl::Float>(N_("Weight")).unavailable();
b.add_output<decl::Shader>(N_("BSDF"));