Commit: 03d10703783a0d233517aac558ac3f0a7d55d302
Author: Brecht Van Lommel
Date:   Wed Feb 28 06:33:07 2018 +0100
Branches: master
https://developer.blender.org/rB03d10703783a0d233517aac558ac3f0a7d55d302

Cycles: change principled BSDF default distribution and SSS.

* Use a subsurface color equal to the base color, and give the subsurface
  radius skin like values by default. This is how the parameter should
  typically be used.
* Use GGX by default, multiscatter GGX is still quite noisy and has some
  fireflies so let's keep it optional for now.

===================================================================

M       source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
M       source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c

===================================================================

diff --git a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c 
b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
index 1b335e6270f..e3b3f0fc9a6 100644
--- a/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
+++ b/source/blender/nodes/shader/nodes/node_shader_bsdf_principled.c
@@ -32,8 +32,8 @@
 static bNodeSocketTemplate sh_node_bsdf_principled_in[] = {
        {       SOCK_RGBA, 1, N_("Base Color"),                         0.8f, 
0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
        {       SOCK_FLOAT, 1, N_("Subsurface"),                        0.0f, 
0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
-       {       SOCK_VECTOR, 1, N_("Subsurface Radius"),        1.0f, 1.0f, 
1.0f, 0.0f, 0.0f, 100.0f},
-       {       SOCK_RGBA, 1, N_("Subsurface Color"),           0.7f, 0.1f, 
0.1f, 1.0f, 0.0f, 1.0f},
+       {       SOCK_VECTOR, 1, N_("Subsurface Radius"),        1.0f, 0.2f, 
0.1f, 0.0f, 0.0f, 100.0f},
+       {       SOCK_RGBA, 1, N_("Subsurface Color"),           0.8f, 0.8f, 
0.8f, 1.0f, 0.0f, 1.0f},
        {       SOCK_FLOAT, 1, N_("Metallic"),                          0.0f, 
0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
        {       SOCK_FLOAT, 1, N_("Specular"),                          0.5f, 
0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
        {       SOCK_FLOAT, 1, N_("Specular Tint"),                     0.0f, 
0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
@@ -60,7 +60,7 @@ static bNodeSocketTemplate sh_node_bsdf_principled_out[] = {
 
 static void node_shader_init_principled(bNodeTree *UNUSED(ntree), bNode *node)
 {
-       node->custom1 = SHD_GLOSSY_MULTI_GGX;
+       node->custom1 = SHD_GLOSSY_GGX;
        node->custom2 = SHD_SUBSURFACE_BURLEY;
 }
 
diff --git 
a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c 
b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
index 7dfac32e85b..5051e37310e 100644
--- a/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
+++ b/source/blender/nodes/shader/nodes/node_shader_subsurface_scattering.c
@@ -32,7 +32,7 @@
 static bNodeSocketTemplate sh_node_subsurface_scattering_in[] = {
        {       SOCK_RGBA, 1, N_("Color"),                      0.8f, 0.8f, 
0.8f, 1.0f, 0.0f, 1.0f},
        {       SOCK_FLOAT, 1, N_("Scale"),                     1.0, 0.0f, 
0.0f, 0.0f, 0.0f, 1000.0f},
-       {       SOCK_VECTOR, 1, N_("Radius"),           1.0f, 1.0f, 1.0f, 0.0f, 
0.0f, 100.0f},
+       {       SOCK_VECTOR, 1, N_("Radius"),           1.0f, 0.2f, 0.1f, 0.0f, 
0.0f, 100.0f},
        {       SOCK_FLOAT, 1, N_("Sharpness"),         0.0f, 0.0f, 0.0f, 0.0f, 
0.0f, 1.0f, PROP_FACTOR},
        {       SOCK_FLOAT, 1, N_("Texture Blur"),      0.0f, 0.0f, 0.0f, 0.0f, 
0.0f, 1.0f, PROP_FACTOR},
        {       SOCK_VECTOR, 1, N_("Normal"),           0.0f, 0.0f, 0.0f, 1.0f, 
-1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},

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