Thomas Dinges
3d4bbd278a
* Code cleanup for M_PI code.
2013-10-10 17:14:04 +00:00
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
Campbell Barton
d15d78a33a
style cleanup: osl and NULL pointer use, also correct sequencer gap operator id's
2013-03-27 20:27:07 +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
Campbell Barton
68e9fdeb81
code cleanup: comment unused members of bmesh operator slots and some osl style edits.
2012-11-20 14:31:58 +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
Brecht Van Lommel
2ba840652d
Cycles: improve Anisotropic BSDF node, changing the Roughness U/V inputs to
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Roughness, Anisotropy and Rotation. Also a fix for automatic tangents and
OSL attribute handling.
Meaning of new sockets explained in the documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Anisotropic
2012-11-04 22:31:32 +00:00
Brecht Van Lommel
615fe0295f
Cycles OSL: refactoring and fixes
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* Moved kernel/osl/nodes to kernel/shaders
* Renamed standard attributes to use geom:, particle:, object: prefixes
* Update stdosl.h to properly reflect the closures we support
* Fix the wrong stdosl.h being used for building shaders
* Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes
2012-11-03 14:32:13 +00:00