blender/intern/cycles/kernel/shaders/CMakeLists.txt
Brecht Van Lommel de9dffc61e Cycles: initial subsurface multiple scattering support. It's not working as
well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.

It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.

Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.

The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.

There is also no GPU support yet, will test if I can get that working later.

Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF

Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-04-01 20:26:52 +00:00

107 lines
2.4 KiB
CMake

# OSL node shaders
set(SRC_OSL
node_add_closure.osl
node_ambient_occlusion.osl
node_attribute.osl
node_background.osl
node_brick_texture.osl
node_brightness.osl
node_bump.osl
node_camera.osl
node_checker_texture.osl
node_combine_rgb.osl
node_convert_from_color.osl
node_convert_from_float.osl
node_convert_from_int.osl
node_convert_from_normal.osl
node_convert_from_point.osl
node_convert_from_vector.osl
node_diffuse_bsdf.osl
node_emission.osl
node_environment_texture.osl
node_fresnel.osl
node_gamma.osl
node_geometry.osl
node_glass_bsdf.osl
node_glossy_bsdf.osl
node_gradient_texture.osl
node_hair_info.osl
node_holdout.osl
node_hsv.osl
node_image_texture.osl
node_invert.osl
node_layer_weight.osl
node_light_falloff.osl
node_light_path.osl
node_magic_texture.osl
node_mapping.osl
node_math.osl
node_mix.osl
node_mix_closure.osl
node_musgrave_texture.osl
node_noise_texture.osl
node_normal.osl
node_normal_map.osl
node_object_info.osl
node_output_displacement.osl
node_output_surface.osl
node_output_volume.osl
node_particle_info.osl
node_refraction_bsdf.osl
node_rgb_curves.osl
node_rgb_ramp.osl
node_separate_rgb.osl
node_set_normal.osl
node_sky_texture.osl
node_subsurface_scattering.osl
node_tangent.osl
node_texture_coordinate.osl
node_translucent_bsdf.osl
node_transparent_bsdf.osl
node_value.osl
node_vector_curves.osl
node_vector_math.osl
node_velvet_bsdf.osl
node_voronoi_texture.osl
node_ward_bsdf.osl
node_wave_texture.osl
)
set(SRC_OSL_HEADERS
node_texture.h
node_color.h
node_fresnel.h
stdosl.h
oslutil.h
)
set(SRC_OSO
)
# TODO, add a module to compile OSL
foreach(_file ${SRC_OSL})
set(_OSL_FILE ${CMAKE_CURRENT_SOURCE_DIR}/${_file})
string(REPLACE ".osl" ".oso" _OSO_FILE ${_OSL_FILE})
string(REPLACE ${CMAKE_SOURCE_DIR} ${CMAKE_BINARY_DIR} _OSO_FILE ${_OSO_FILE})
add_custom_command(
OUTPUT ${_OSO_FILE}
COMMAND ${OSL_COMPILER} -O2 -I"${CMAKE_CURRENT_SOURCE_DIR}" ${_OSL_FILE}
DEPENDS ${_OSL_FILE} ${SRC_OSL_HEADERS})
list(APPEND SRC_OSO
${_OSO_FILE}
)
unset(_OSL_FILE)
unset(_OSO_FILE)
endforeach()
add_custom_target(cycles_osl_shaders ALL DEPENDS ${SRC_OSO} ${SRC_OSL_HEADERS})
# CMAKE_CURRENT_SOURCE_DIR is already included in OSO paths
delayed_install("" "${SRC_OSO}" ${CYCLES_INSTALL_PATH}/shader)
delayed_install("${CMAKE_CURRENT_SOURCE_DIR}" "${SRC_OSL_HEADERS}" ${CYCLES_INSTALL_PATH}/shader)