Cycles: 4 new nodes.

* Tangent: generate a tangent direction for anisotropic shading. Can be either
  radial around X/Y/Z axis, or from a UV map. The default tangent for the
  anisotropic BSDF and geometry node is now always radial Z, for UV tangent use
  this node now.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Tangent

* Normal Map: generate a perturbed normal from an RGB normal map image. This
  is usually chained with an Image Texture node in the color input, to specify
  the normal map image. For tangent space normal maps, the UV coordinates for
  the image must match, and the image texture should be set to Non-Color mode
  to give correct results.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Normal_Map

* Refraction BSDF: for best results this node should be considered as a building
  block and not be used on its own, but rather mixed with a glossy node using a
  fresnel type factor. Otherwise it will give quite dark results at the edges for
  glossy refraction.

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

* Ambient Occlusion: controls the amount of AO a surface receives, rather than
  having just a global factor in the world. Note that this outputs a shader and
  not a color, that's for another time.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Ambient_Occlusion
This commit is contained in:
Brecht Van Lommel
2012-11-06 19:59:02 +00:00
parent ccffb6811c
commit 27d647dcf8
40 changed files with 1280 additions and 127 deletions

View File

@@ -47,26 +47,17 @@ shader node_geometry(
}
/* first try to get tangent attribute */
vector T;
point generated;
if (getattribute("geom:tangent", T)) {
/* ensure orthogonal and normalized (interpolation breaks it) */
/* try to create spherical tangent from generated coordinates */
if (getattribute("geom:generated", generated)) {
vector T = vector(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0);
T = transform("object", "world", T);
Tangent = cross(Normal, normalize(cross(T, Normal)));
}
else {
point generated;
/* try to create spherical tangent from generated coordinates */
if (getattribute("geom:generated", generated)) {
T = vector(-(generated[1] - 0.5), (generated[0] - 0.5), 0.0);
T = transform("object", "world", T);
Tangent = cross(Normal, normalize(cross(T, Normal)));
}
else {
/* otherwise use surface derivatives */
Tangent = normalize(dPdu);
}
/* otherwise use surface derivatives */
Tangent = normalize(dPdu);
}
}