/* * 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_anisotropic_bsdf( color Color = 0.0, string distribution = "GGX", float Roughness = 0.0, float Anisotropy = 0.0, float Rotation = 0.0, normal Normal = N, normal Tangent = normalize(dPdu), output closure color BSDF = 0) { /* rotate tangent around normal */ vector T = Tangent; if (Rotation != 0.0) T = rotate(T, Rotation * M_2PI, point(0.0, 0.0, 0.0), Normal); /* compute roughness */ float RoughnessU, RoughnessV; float aniso = clamp(Anisotropy, -0.99, 0.99); if (aniso < 0.0) { RoughnessU = Roughness / (1.0 + aniso); RoughnessV = Roughness * (1.0 + aniso); } else { RoughnessU = Roughness * (1.0 - aniso); RoughnessV = Roughness / (1.0 - aniso); } if (distribution == "Sharp") BSDF = Color * reflection(Normal); else if (distribution == "Beckmann") BSDF = Color * microfacet_beckmann_aniso(Normal, T, RoughnessU, RoughnessV); else if (distribution == "GGX") BSDF = Color * microfacet_ggx_aniso(Normal, T, RoughnessU, RoughnessV); else BSDF = Color * ashikhmin_shirley(Normal, T, RoughnessU, RoughnessV); }