Implemented the fresnel in the multi-scatter GGX for the Disney BSDF
authorPascal Schoen <pascal_schoen@gmx.net>
Tue, 16 Aug 2016 13:17:12 +0000 (15:17 +0200)
committerPascal Schoen <pascal_schoen@gmx.net>
Tue, 16 Aug 2016 13:17:12 +0000 (15:17 +0200)
commitef29aaee1af8074e0228c480d962700e97ea5b36
tree1e2be79699e0a6dd4fe45847f8726e68999204d6
parent88567af085ac94119b98c95246b6d6f63161bc01
Implemented the fresnel in the multi-scatter GGX for the Disney BSDF

- The specular/metallic part uses the multi-scatter GGX
- The fresnel of the metallic part is controlled by the specular value
- The color of the reflection part when using transparency can be
  controlled by the specularTint value
intern/cycles/kernel/closure/bsdf.h
intern/cycles/kernel/closure/bsdf_microfacet.h
intern/cycles/kernel/closure/bsdf_microfacet_multi.h
intern/cycles/kernel/closure/bsdf_microfacet_multi_impl.h
intern/cycles/kernel/svm/svm_closure.h
intern/cycles/kernel/svm/svm_types.h