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- /*
- * Copyright 2018 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"
- color log3(color a)
- {
- return color(log(a[0]), log(a[1]), log(a[2]));
- }
- color sigma_from_concentration(float eumelanin, float pheomelanin)
- {
- return eumelanin * color(0.506, 0.841, 1.653) + pheomelanin * color(0.343, 0.733, 1.924);
- }
- color sigma_from_reflectance(color c, float azimuthal_roughness)
- {
- float x = azimuthal_roughness;
- float roughness_fac = (((((0.245 * x) + 5.574) * x - 10.73) * x + 2.532) * x - 0.215) * x +
- 5.969;
- color sigma = log3(c) / roughness_fac;
- return sigma * sigma;
- }
- shader node_principled_hair_bsdf(color Color = color(0.017513, 0.005763, 0.002059),
- float Melanin = 0.8,
- float MelaninRedness = 1.0,
- float RandomColor = 0.0,
- color Tint = 1.0,
- color AbsorptionCoefficient = color(0.245531, 0.52, 1.365),
- normal Normal = Ng,
- string parametrization = "Absorption coefficient",
- float Offset = radians(2),
- float Roughness = 0.3,
- float RadialRoughness = 0.3,
- float RandomRoughness = 0.0,
- float Coat = 0.0,
- float IOR = 1.55,
- string AttrRandom = "geom:curve_random",
- float Random = 0.0,
- output closure color BSDF = 0)
- {
- /* Get random value from curve in none is specified. */
- float random_value = 0.0;
- if (isconnected(Random)) {
- random_value = Random;
- }
- else {
- getattribute(AttrRandom, random_value);
- }
- /* Compute roughness. */
- float factor_random_roughness = 1.0 + 2.0 * (random_value - 0.5) * RandomRoughness;
- float m0_roughness = 1.0 - clamp(Coat, 0.0, 1.0);
- float roughness = Roughness * factor_random_roughness;
- float radial_roughness = RadialRoughness * factor_random_roughness;
- /* Compute absorption. */
- color sigma;
- if (parametrization == "Absorption coefficient") {
- sigma = AbsorptionCoefficient;
- }
- else if (parametrization == "Melanin concentration") {
- /* Randomize melanin. */
- float factor_random_color = 1.0 + 2.0 * (random_value - 0.5) * RandomColor;
- float melanin = Melanin * factor_random_color;
- /* Map melanin 0..inf from more perceptually linear 0..1. */
- melanin = -log(max(1.0 - melanin, 0.0001));
- /* Benedikt Bitterli's melanin ratio remapping. */
- float eumelanin = melanin * (1.0 - MelaninRedness);
- float pheomelanin = melanin * MelaninRedness;
- color melanin_sigma = sigma_from_concentration(eumelanin, pheomelanin);
- /* Optional tint. */
- color tint_sigma = sigma_from_reflectance(Tint, radial_roughness);
- sigma = melanin_sigma + tint_sigma;
- }
- else if (parametrization == "Direct coloring") {
- sigma = sigma_from_reflectance(Color, radial_roughness);
- }
- else {
- /* Fallback to brownish hair, same as defaults for melanin. */
- sigma = sigma_from_concentration(0.0, 0.8054375);
- }
- BSDF = principled_hair(Normal, sigma, roughness, radial_roughness, m0_roughness, Offset, IOR);
- }
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