does this use MiikTspace for nomalmaps as it produces far greater normal maps results, luxrender uses it, blender uses it in both GLSL and BI
On 11/10/12 02:56, Brecht Van Lommel wrote: > Revision: 51267 > > http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=51267 > Author: blendix > Date: 2012-10-10 15:56:43 +0000 (Wed, 10 Oct 2012) > Log Message: > ----------- > Cycles: per-BSDF normal input and new Bump node. > > Each BSDF node now has a Normal input, which can be used to set a custom > normal > for the BSDF, for example if you want to have only bump on one of the layers > in > a multilayer material. > > The Bump node can be used to generate a normal from a scalar value, the same > as > what happens when you connect a scalar value to the displacement output. > > Documentation has been updated with the latest changes: > http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes > > Patch by Agustin Benavidez, some implementation tweaks by me. > > Modified Paths: > -------------- > trunk/blender/intern/cycles/blender/blender_shader.cpp > trunk/blender/intern/cycles/kernel/kernel_types.h > trunk/blender/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h > trunk/blender/intern/cycles/kernel/svm/bsdf_diffuse.h > trunk/blender/intern/cycles/kernel/svm/bsdf_microfacet.h > trunk/blender/intern/cycles/kernel/svm/bsdf_oren_nayar.h > trunk/blender/intern/cycles/kernel/svm/bsdf_reflection.h > trunk/blender/intern/cycles/kernel/svm/bsdf_refraction.h > trunk/blender/intern/cycles/kernel/svm/bsdf_ward.h > trunk/blender/intern/cycles/kernel/svm/bsdf_westin.h > trunk/blender/intern/cycles/kernel/svm/svm.h > trunk/blender/intern/cycles/kernel/svm/svm_closure.h > trunk/blender/intern/cycles/kernel/svm/svm_displace.h > trunk/blender/intern/cycles/kernel/svm/svm_types.h > trunk/blender/intern/cycles/render/graph.cpp > trunk/blender/intern/cycles/render/graph.h > trunk/blender/intern/cycles/render/nodes.cpp > trunk/blender/intern/cycles/render/nodes.h > trunk/blender/source/blender/blenkernel/BKE_node.h > trunk/blender/source/blender/blenkernel/intern/node.c > trunk/blender/source/blender/makesrna/intern/rna_nodetree_types.h > trunk/blender/source/blender/nodes/CMakeLists.txt > trunk/blender/source/blender/nodes/NOD_shader.h > > trunk/blender/source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c > > trunk/blender/source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c > trunk/blender/source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c > trunk/blender/source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c > > trunk/blender/source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c > trunk/blender/source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c > > Added Paths: > ----------- > trunk/blender/source/blender/nodes/shader/nodes/node_shader_bump.c > > Modified: trunk/blender/intern/cycles/blender/blender_shader.cpp > =================================================================== > --- trunk/blender/intern/cycles/blender/blender_shader.cpp 2012-10-10 > 14:28:47 UTC (rev 51266) > +++ trunk/blender/intern/cycles/blender/blender_shader.cpp 2012-10-10 > 15:56:43 UTC (rev 51267) > @@ -402,6 +402,10 @@ > node = new ParticleInfoNode(); > break; > } > + case BL::ShaderNode::type_BUMP: { > + node = new BumpNode(); > + break; > + } > case BL::ShaderNode::type_TEX_IMAGE: { > BL::ShaderNodeTexImage b_image_node(b_node); > BL::Image b_image(b_image_node.image()); > > Modified: trunk/blender/intern/cycles/kernel/kernel_types.h > =================================================================== > --- trunk/blender/intern/cycles/kernel/kernel_types.h 2012-10-10 14:28:47 UTC > (rev 51266) > +++ trunk/blender/intern/cycles/kernel/kernel_types.h 2012-10-10 15:56:43 UTC > (rev 51267) > @@ -370,6 +370,7 @@ > #endif > float data0; > float data1; > + float3 N; > > } ShaderClosure; > > > Modified: trunk/blender/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h > =================================================================== > --- trunk/blender/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h > 2012-10-10 14:28:47 UTC (rev 51266) > +++ trunk/blender/intern/cycles/kernel/svm/bsdf_ashikhmin_velvet.h > 2012-10-10 15:56:43 UTC (rev 51267) > @@ -58,7 +58,7 @@ > __device float3 bsdf_ashikhmin_velvet_eval_reflect(const ShaderData *sd, > const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) > { > float m_invsigma2 = sc->data0; > - float3 m_N = sd->N; > + float3 m_N = sc->N; > > float cosNO = dot(m_N, I); > float cosNI = dot(m_N, omega_in); > @@ -106,7 +106,7 @@ > __device int bsdf_ashikhmin_velvet_sample(const ShaderData *sd, const > ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, > float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) > { > float m_invsigma2 = sc->data0; > - float3 m_N = sd->N; > + float3 m_N = sc->N; > > // we are viewing the surface from above - send a ray out with uniform > // distribution over the hemisphere > > Modified: trunk/blender/intern/cycles/kernel/svm/bsdf_diffuse.h > =================================================================== > --- trunk/blender/intern/cycles/kernel/svm/bsdf_diffuse.h 2012-10-10 > 14:28:47 UTC (rev 51266) > +++ trunk/blender/intern/cycles/kernel/svm/bsdf_diffuse.h 2012-10-10 > 15:56:43 UTC (rev 51267) > @@ -53,7 +53,7 @@ > > __device float3 bsdf_diffuse_eval_reflect(const ShaderData *sd, const > ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) > { > - float3 m_N = sd->N; > + float3 m_N = sc->N; > > float cos_pi = fmaxf(dot(m_N, omega_in), 0.0f) * M_1_PI_F; > *pdf = cos_pi; > @@ -72,7 +72,7 @@ > > __device int bsdf_diffuse_sample(const ShaderData *sd, const ShaderClosure > *sc, float randu, float randv, float3 *eval, float3 *omega_in, float3 > *domega_in_dx, float3 *domega_in_dy, float *pdf) > { > - float3 m_N = sd->N; > + float3 m_N = sc->N; > > // distribution over the hemisphere > sample_cos_hemisphere(m_N, randu, randv, omega_in, pdf); > @@ -116,7 +116,7 @@ > > __device float3 bsdf_translucent_eval_transmit(const ShaderData *sd, const > ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) > { > - float3 m_N = sd->N; > + float3 m_N = sc->N; > > float cos_pi = fmaxf(-dot(m_N, omega_in), 0.0f) * M_1_PI_F; > *pdf = cos_pi; > @@ -130,7 +130,7 @@ > > __device int bsdf_translucent_sample(const ShaderData *sd, const > ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, > float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) > { > - float3 m_N = sd->N; > + float3 m_N = sc->N; > > // we are viewing the surface from the right side - send a ray out with > cosine > // distribution over the hemisphere > > Modified: trunk/blender/intern/cycles/kernel/svm/bsdf_microfacet.h > =================================================================== > --- trunk/blender/intern/cycles/kernel/svm/bsdf_microfacet.h 2012-10-10 > 14:28:47 UTC (rev 51266) > +++ trunk/blender/intern/cycles/kernel/svm/bsdf_microfacet.h 2012-10-10 > 15:56:43 UTC (rev 51267) > @@ -76,7 +76,7 @@ > float m_ag = sc->data0; > //float m_eta = sc->data1; > int m_refractive = sc->type == > CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID; > - float3 m_N = sd->N; > + float3 m_N = sc->N; > > if(m_refractive) return make_float3 (0, 0, 0); > float cosNO = dot(m_N, I); > @@ -113,7 +113,7 @@ > float m_ag = sc->data0; > float m_eta = sc->data1; > int m_refractive = sc->type == > CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID; > - float3 m_N = sd->N; > + float3 m_N = sc->N; > > if(!m_refractive) return make_float3 (0, 0, 0); > float cosNO = dot(m_N, I); > @@ -154,7 +154,7 @@ > float m_ag = sc->data0; > float m_eta = sc->data1; > int m_refractive = sc->type == > CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID; > - float3 m_N = sd->N; > + float3 m_N = sc->N; > > float cosNO = dot(m_N, sd->I); > if(cosNO > 0) { > @@ -302,7 +302,7 @@ > float m_ab = sc->data0; > //float m_eta = sc->data1; > int m_refractive = sc->type == > CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID; > - float3 m_N = sd->N; > + float3 m_N = sc->N; > > if(m_refractive) return make_float3 (0, 0, 0); > float cosNO = dot(m_N, I); > @@ -341,7 +341,7 @@ > float m_ab = sc->data0; > float m_eta = sc->data1; > int m_refractive = sc->type == > CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID; > - float3 m_N = sd->N; > + float3 m_N = sc->N; > > if(!m_refractive) return make_float3 (0, 0, 0); > float cosNO = dot(m_N, I); > @@ -384,7 +384,7 @@ > float m_ab = sc->data0; > float m_eta = sc->data1; > int m_refractive = sc->type == > CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID; > - float3 m_N = sd->N; > + float3 m_N = sc->N; > > float cosNO = dot(m_N, sd->I); > if(cosNO > 0) { > > Modified: trunk/blender/intern/cycles/kernel/svm/bsdf_oren_nayar.h > =================================================================== > --- trunk/blender/intern/cycles/kernel/svm/bsdf_oren_nayar.h 2012-10-10 > 14:28:47 UTC (rev 51266) > +++ trunk/blender/intern/cycles/kernel/svm/bsdf_oren_nayar.h 2012-10-10 > 15:56:43 UTC (rev 51267) > @@ -57,9 +57,9 @@ > > __device float3 bsdf_oren_nayar_eval_reflect(const ShaderData *sd, const > ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) > { > - if (dot(sd->N, omega_in) > 0.0f) { > + if (dot(sc->N, omega_in) > 0.0f) { > *pdf = 0.5f * M_1_PI_F; > - return bsdf_oren_nayar_get_intensity(sc, sd->N, I, omega_in); > + return bsdf_oren_nayar_get_intensity(sc, sc->N, I, omega_in); > } > else { > *pdf = 0.0f; > @@ -79,15 +79,15 @@ > > __device int bsdf_oren_nayar_sample(const ShaderData *sd, const > ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, > float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) > { > - sample_uniform_hemisphere(sd->N, randu, randv, omega_in, pdf); > + sample_uniform_hemisphere(sc->N, randu, randv, omega_in, pdf); > > if (dot(sd->Ng, *omega_in) > 0.0f) { > - *eval = bsdf_oren_nayar_get_intensity(sc, sd->N, sd->I, > *omega_in); > + *eval = bsdf_oren_nayar_get_intensity(sc, sc->N, sd->I, > *omega_in); > > #ifdef __RAY_DIFFERENTIALS__ > // TODO: find a better approximation for the bounce > - *domega_in_dx = (2.0f * dot(sd->N, sd->dI.dx)) * sd->N - > sd->dI.dx; > - *domega_in_dy = (2.0f * dot(sd->N, sd->dI.dy)) * sd->N - > sd->dI.dy; > + *domega_in_dx = (2.0f * dot(sc->N, sd->dI.dx)) * sc->N - > sd->dI.dx; > + *domega_in_dy = (2.0f * dot(sc->N, sd->dI.dy)) * sc->N - > sd->dI.dy; > *domega_in_dx *= 125.0f; > *domega_in_dy *= 125.0f; > #endif > > Modified: trunk/blender/intern/cycles/kernel/svm/bsdf_reflection.h > =================================================================== > --- trunk/blender/intern/cycles/kernel/svm/bsdf_reflection.h 2012-10-10 > 14:28:47 UTC (rev 51266) > +++ trunk/blender/intern/cycles/kernel/svm/bsdf_reflection.h 2012-10-10 > 15:56:43 UTC (rev 51267) > @@ -69,7 +69,7 @@ > __device int bsdf_reflection_sample(const ShaderData *sd, const > ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, > float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) > { > //const BsdfReflectionClosure *self = (const > BsdfReflectionClosure*)sc->data; > - float3 m_N = sd->N; > + float3 m_N = sc->N; > > // only one direction is possible > float cosNO = dot(m_N, sd->I); > > Modified: trunk/blender/intern/cycles/kernel/svm/bsdf_refraction.h > =================================================================== > --- trunk/blender/intern/cycles/kernel/svm/bsdf_refraction.h 2012-10-10 > 14:28:47 UTC (rev 51266) > +++ trunk/blender/intern/cycles/kernel/svm/bsdf_refraction.h 2012-10-10 > 15:56:43 UTC (rev 51267) > @@ -71,7 +71,7 @@ > __device int bsdf_refraction_sample(const ShaderData *sd, const > ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, > float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) > { > float m_eta = sc->data0; > - float3 m_N = sd->N; > + float3 m_N = sc->N; > > float3 R, T; > #ifdef __RAY_DIFFERENTIALS__ > > Modified: trunk/blender/intern/cycles/kernel/svm/bsdf_ward.h > =================================================================== > --- trunk/blender/intern/cycles/kernel/svm/bsdf_ward.h 2012-10-10 > 14:28:47 UTC (rev 51266) > +++ trunk/blender/intern/cycles/kernel/svm/bsdf_ward.h 2012-10-10 > 15:56:43 UTC (rev 51267) > @@ -66,7 +66,7 @@ > { > float m_ax = sc->data0; > float m_ay = sc->data1; > - float3 m_N = sd->N; > + float3 m_N = sc->N; > float3 m_T = sd->T; > > float cosNO = dot(m_N, I); > @@ -108,7 +108,7 @@ > { > float m_ax = sc->data0; > float m_ay = sc->data1; > - float3 m_N = sd->N; > + float3 m_N = sc->N; > float3 m_T = sd->T; > > float cosNO = dot(m_N, sd->I); > > Modified: trunk/blender/intern/cycles/kernel/svm/bsdf_westin.h > =================================================================== > --- trunk/blender/intern/cycles/kernel/svm/bsdf_westin.h 2012-10-10 > 14:28:47 UTC (rev 51266) > +++ trunk/blender/intern/cycles/kernel/svm/bsdf_westin.h 2012-10-10 > 15:56:43 UTC (rev 51267) > @@ -62,7 +62,7 @@ > __device float3 bsdf_westin_backscatter_eval_reflect(const ShaderData *sd, > const ShaderClosure *sc, const float3 I, const float3 omega_in, float *pdf) > { > float m_invroughness = sc->data0; > - float3 m_N = sd->N; > + float3 m_N = sc->N; > > // pdf is implicitly 0 (no indirect sampling) > float cosNO = dot(m_N, I); > @@ -89,7 +89,7 @@ > __device int bsdf_westin_backscatter_sample(const ShaderData *sd, const > ShaderClosure *sc, float randu, float randv, float3 *eval, float3 *omega_in, > float3 *domega_in_dx, float3 *domega_in_dy, float *pdf) > { > float m_invroughness = sc->data0; > - float3 m_N = sd->N; > + float3 m_N = sc->N; > > float cosNO = dot(m_N, sd->I); > if(cosNO > 0) { > > @@ Diff output truncated at 10240 characters. @@ > _______________________________________________ > Bf-blender-cvs mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-blender-cvs > _______________________________________________ Bf-blender-cvs mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-blender-cvs
