forked from bartvdbraak/blender
de9dffc61e
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
66 lines
2.3 KiB
C++
66 lines
2.3 KiB
C++
/*
|
|
* 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
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * 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
|
|
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
|
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
|
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
|
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
#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__ */
|
|
|