Campbell Barton
a2489e29f6
Code cleanup: style, unused import
2014-04-28 00:19:15 +10:00
eff3bd4e98
Fix T38439: allow IOR in range [0, inf] instead of [1, inf] in Cycles.
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The same can be achieved by flipping normals on the mesh, but it can be
convenient to do this in the shader.
2014-02-03 17:08:34 +01:00
Brecht Van Lommel
b9ce231060
Cycles: relicense GNU GPL source code to Apache version 2.0.
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More information in this post:
http://code.blender.org/
Thanks to all contributes for giving their permission!
2013-08-18 14:16:15 +00:00
Thomas Dinges
188718a3d5
OSL Shader Files:
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* Simplify default color values, where each component was the same.
* Initialize closures as Null Closure, rather than assigning an existing closure, gets overwritten anyways.
2012-12-11 16:06:03 +00:00
Brecht Van Lommel
27d647dcf8
Cycles: 4 new nodes.
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* 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
2012-11-06 19:59:02 +00:00