Blender Git Commits

Blender Git "cycles_disney_brdf" branch commits.

Revision 9077890 by Schoen (cycles_disney_brdf)
April 3, 2017, 06:47 (GMT)
Merge branch 'master' into cycles_disney_brdf
Revision 76eebd9 by Schoen (cycles_disney_brdf)
March 30, 2017, 13:34 (GMT)
Updated copyright for the new files.
Revision 013f4a1 by Schoen (cycles_disney_brdf)
March 30, 2017, 13:32 (GMT)
Switched from multiplication of base and subsurface color to blending
between them using the subsurface parameter.
Revision 482ec5d by Schoen (cycles_disney_brdf)
March 13, 2017, 14:47 (GMT)
Fixed a bug that caused an additional white diffuse closure call when using
path tracing.
February 6, 2017, 10:32 (GMT)
Merge branch 'master' into cycles_disney_brdf
February 6, 2017, 10:30 (GMT)
Fixed the broken GLSL shader and implemented the Disney BRDF in the
real-time view port.
February 3, 2017, 13:24 (GMT)
Fix to comply strict compiler flags and some code cleanup
January 24, 2017, 08:59 (GMT)
Merge branch 'master' into cycles_disney_brdf
January 24, 2017, 08:28 (GMT)
Renamed the Disney BSDF to Principled BSDF.
December 2, 2016, 12:55 (GMT)
Removed reflection call when roughness is low because of artifacts.
November 16, 2016, 08:22 (GMT)
Indication if to use fresnel is now handled via the type of the BSDF.
November 11, 2016, 12:04 (GMT)
Fixed an error in the clearcoat where it appeared too bright for default
light sources (like directional lights)
November 7, 2016, 11:04 (GMT)
Resolved inconsistencies in using tabs and spaces
November 7, 2016, 07:13 (GMT)
Improved the clearcoat part by using GTR1 instead of GTR2
October 31, 2016, 10:31 (GMT)
Use reflection BSDF for glossy reflections when roughness is 0.0 to
reduce computational expense and some code cleanup

Code cleanup includes:
- Code style cleanup and removed unused code
- Consolidated code in the bsdf_microfacet_multi_impl.h to reduce
some computational expense
October 26, 2016, 06:51 (GMT)
Fixed glossy reflections and refractions for low roughness values and
cleaned up the code.

For low roughness values, the reflections had some strange behavior.
October 25, 2016, 10:37 (GMT)
Removed default values in setup functions and added extra functions for
GGX with fresnel.
October 25, 2016, 09:09 (GMT)
Switched from uniform to cosine hemisphere sampling for the diffuse and
the sheen part.
October 24, 2016, 14:17 (GMT)
Removed the color parameters from the diffuse and sheen shader and use
them as closure weights instead.
October 24, 2016, 07:57 (GMT)
Fixed the issue with artifacts when using anisotropy without linking the
tangent input to a tangent node.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021