forked from bartvdbraak/blender
b314209356
give a result more similar to the Compatible falloff option. The scale is x2 though to keep the perceived scatter radius roughly the same while changing the sharpness. Difference with compatible will be mainly on non-flat geometry.
35 lines
1.0 KiB
Plaintext
35 lines
1.0 KiB
Plaintext
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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#include "stdosl.h"
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shader node_subsurface_scattering(
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color Color = 0.8,
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float Scale = 1.0,
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vector Radius = vector(0.1, 0.1, 0.1),
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float TextureBlur = 0.0,
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float Sharpness = 0.0,
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string Falloff = "Cubic",
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normal Normal = N,
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output closure color BSSRDF = 0)
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{
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if(Falloff == "Gaussian")
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BSSRDF = Color * bssrdf_gaussian(N, Scale * Radius, TextureBlur);
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else
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BSSRDF = Color * bssrdf_cubic(N, Scale * Radius, TextureBlur, Sharpness);
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}
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