blender/intern/cycles/kernel/osl/osl_bssrdf.h
Brecht Van Lommel de9dffc61e Cycles: initial subsurface multiple scattering support. It's not working as
well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.

It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.

Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.

The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.

There is also no GPU support yet, will test if I can get that working later.

Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF

Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-04-01 20:26:52 +00:00

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/*
* Adapted from Open Shading Language with this license:
*
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2011, Blender Foundation.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
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* * Redistributions in binary form must reproduce the above copyright
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* * Neither the name of Sony Pictures Imageworks nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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*/
#ifndef __OSL_BSSRDF_H__
#define __OSL_BSSRDF_H__
#include <OSL/oslclosure.h>
#include <OSL/oslexec.h>
#include <OSL/genclosure.h>
#include "kernel_types.h"
#include "util_types.h"
CCL_NAMESPACE_BEGIN
class CBSSRDFClosure : public OSL::ClosurePrimitive {
public:
ShaderClosure sc;
float3 radius;
CBSSRDFClosure() : OSL::ClosurePrimitive(BSSRDF),
m_shaderdata_flag(0) { }
~CBSSRDFClosure() { }
int scattering() const { return LABEL_DIFFUSE; }
int shaderdata_flag() const { return m_shaderdata_flag; }
protected:
int m_shaderdata_flag;
};
CCL_NAMESPACE_END
#endif /* __OSL_BSSRDF_H__ */