forked from bartvdbraak/blender
2ba840652d
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
52 lines
1.5 KiB
Plaintext
52 lines
1.5 KiB
Plaintext
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "stdosl.h"
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shader node_ward_bsdf(
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color Color = color(0.8, 0.8, 0.8),
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float Roughness = 0.0,
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float Anisotropy = 0.0,
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float Rotation = 0.0,
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normal Normal = N,
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normal Tangent = normalize(dPdu),
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output closure color BSDF = diffuse(Normal))
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{
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/* rotate tangent around normal */
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vector T = Tangent;
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if(Rotation != 0.0)
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T = rotate(T, Rotation*2.0*M_PI, point(0.0, 0.0, 0.0), Normal);
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/* compute roughness */
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float RoughnessU, RoughnessV;
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float aniso = clamp(Anisotropy, -0.99, 0.99);
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if(aniso < 0.0) {
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RoughnessU = Roughness*(1.0 + aniso);
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RoughnessV = Roughness/(1.0 + aniso);
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}
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else {
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RoughnessU = Roughness/(1.0 - aniso);
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RoughnessV = Roughness*(1.0 - aniso);
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}
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BSDF = Color * ward(Normal, T, RoughnessU, RoughnessV);
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}
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