Brecht Van Lommel
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b9ce231060
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Cycles: relicense GNU GPL source code to Apache version 2.0.
More information in this post:
http://code.blender.org/
Thanks to all contributes for giving their permission!
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2013-08-18 14:16:15 +00:00 |
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Brecht Van Lommel
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f9b06060c2
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Fix #35729: cycles normal maps not showing properly in preview render.
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2013-06-13 13:55:05 +00:00 |
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Brecht Van Lommel
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33d609144e
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Cycles: normal maps are now backwards compatible again after recent fix, with
a separate Blender Object/World Space that is compatible with Blender render
baking and uses the YZ flipping convention.
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2013-05-28 14:24:03 +00:00 |
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Brecht Van Lommel
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601b8c1041
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Fix #35505: cycles object space normal mapping did not match blender internal.
Now it uses the same (strange) YZ flipping convention.
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2013-05-27 17:48:02 +00:00 |
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Brecht Van Lommel
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561cf26c2f
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Fix #35306: cycles normal mapping not working with flat shading.
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2013-05-11 09:31:58 +00:00 |
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Campbell Barton
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d15d78a33a
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style cleanup: osl and NULL pointer use, also correct sequencer gap operator id's
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2013-03-27 20:27:07 +00:00 |
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Brecht Van Lommel
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6adfd91657
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Fix #33830: cycles normal mapping was not quite correct, was not correctly
respecting the assumption that normal and tangent are interpolated without
normalization.
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2013-01-15 16:35:05 +00:00 |
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Campbell Barton
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c0078a9879
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osl style cleanup and update man-page.
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2012-12-04 03:18:08 +00:00 |
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Brecht Van Lommel
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e73408f247
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Cycles: add strength input for normal map node.
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2012-11-08 16:35:20 +00:00 |
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Brecht Van Lommel
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27d647dcf8
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Cycles: 4 new nodes.
* Tangent: generate a tangent direction for anisotropic shading. Can be either
radial around X/Y/Z axis, or from a UV map. The default tangent for the
anisotropic BSDF and geometry node is now always radial Z, for UV tangent use
this node now.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent
* Normal Map: generate a perturbed normal from an RGB normal map image. This
is usually chained with an Image Texture node in the color input, to specify
the normal map image. For tangent space normal maps, the UV coordinates for
the image must match, and the image texture should be set to Non-Color mode
to give correct results.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map
* Refraction BSDF: for best results this node should be considered as a building
block and not be used on its own, but rather mixed with a glossy node using a
fresnel type factor. Otherwise it will give quite dark results at the edges for
glossy refraction.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Refraction
* Ambient Occlusion: controls the amount of AO a surface receives, rather than
having just a global factor in the world. Note that this outputs a shader and
not a color, that's for another time.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
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2012-11-06 19:59:02 +00:00 |
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