blender/intern/cycles/kernel/shaders/node_subsurface_scattering.osl
Brecht Van Lommel 0df9b2c715 Cycles: random walk subsurface scattering.
It is basically brute force volume scattering within the mesh, but part
of the SSS code for faster performance. The main difference with actual
volume scattering is that we assume the boundaries are diffuse and that
all lighting is coming through this boundary from outside the volume.

This gives much more accurate results for thin features and low density.
Some challenges remain however:

* Significantly more noisy than BSSRDF. Adding Dwivedi sampling may help
  here, but it's unclear still how much it helps in real world cases.
* Due to this being a volumetric method, geometry like eyes or mouth can
  darken the skin on the outside. We may be able to reduce this effect,
  or users can compensate for it by reducing the scattering radius in
  such areas.
* Sharp corners are quite bright. This matches actual volume rendering
  and results in some other renderers, but maybe not so much real world
  objects.

Differential Revision: https://developer.blender.org/D3054
2018-02-09 19:58:33 +01:00

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/*
* 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.
*/
#include "stdosl.h"
shader node_subsurface_scattering(
color Color = 0.8,
float Scale = 1.0,
vector Radius = vector(0.1, 0.1, 0.1),
float TextureBlur = 0.0,
float Sharpness = 0.0,
string falloff = "cubic",
normal Normal = N,
output closure color BSSRDF = 0)
{
if (falloff == "gaussian")
BSSRDF = Color * bssrdf("gaussian", Normal, Scale * Radius, Color, "texture_blur", TextureBlur);
else if (falloff == "cubic")
BSSRDF = Color * bssrdf("cubic", Normal, Scale * Radius, Color, "texture_blur", TextureBlur, "sharpness", Sharpness);
else if (falloff == "burley")
BSSRDF = Color * bssrdf("burley", Normal, Scale * Radius, Color, "texture_blur", TextureBlur);
else
BSSRDF = Color * bssrdf("random_walk", Normal, Scale * Radius, Color, "texture_blur", TextureBlur);
}