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blender/intern/cycles/kernel/shaders/node_subsurface_scattering.osl
Sergey Sharybin ad26407b52 Cycles: Implement approximate reflectance profiles
Using this paper:

  http://graphics.pixar.com/library/ApproxBSSRDF/paper.pdf

This model gives less blurry results than the Cubic and Gaussian
we had implemented:

- Cubic: https://developer.blender.org/F279670
- Burley: https://developer.blender.org/F279671

The model is called "Christensen-Burley" in the interface, which
actually should be read as "Physically based" or "Realistic".

Reviewers: juicyfruit, dingto, lukasstockner97, brecht

Reviewed By: brecht, dingto

Subscribers: robocyte

Differential Revision: https://developer.blender.org/D1759
2016-02-04 13:27:23 +05:00

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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "stdosl.h"
shader node_subsurface_scattering(
color Color = 0.8,
float Scale = 1.0,
vector Radius = vector(0.1, 0.1, 0.1),
float TextureBlur = 0.0,
float Sharpness = 0.0,
string Falloff = "Cubic",
normal Normal = N,
output closure color BSSRDF = 0)
{
if (Falloff == "Gaussian")
BSSRDF = Color * bssrdf_gaussian(N, Scale * Radius, TextureBlur);
else if (Falloff == "Cubic")
BSSRDF = Color * bssrdf_cubic(N, Scale * Radius, TextureBlur, Sharpness);
else
BSSRDF = Color * bssrdf_burley(N, Scale * Radius, TextureBlur, Color);
}