This is an implementation of thin film iridescence in the Principled BSDF based on "A Practical Extension to Microfacet Theory for the Modeling of Varying Iridescence".
There are still several open topics that are left for future work:
- Currently, the thin film only affects dielectric Fresnel, not metallic. Properly specifying thin films on metals requires a proper conductive Fresnel term with complex IOR inputs, any attempt of trying to hack it into the F82 model we currently use for the Principled BSDF is fundamentally flawed. In the future, we'll add a node for proper conductive Fresnel, including thin films.
- The F0/F90 control is not very elegantly implemented right now. It fundamentally works, but enabling thin film while using a Specular Tint causes a jump in appearance since the models integrate it differently. Then again, thin film interference is a physical effect, so of course a non-physical tweak doesn't play nicely with it.
- The white point handling is currently quite crude. In short: The code computes XYZ values of the reflectance spectrum, but we'd need the XYZ values of the product of the reflectance spectrum and the neutral illuminant of the working color space. Currently, this is addressed by just dividing by the XYZ values of the illuminant, but it would be better to do a proper chromatic adaptation transform or to use the proper reference curves for the working space instead of the XYZ curves from the paper.
Pull Request: https://projects.blender.org/blender/blender/pulls/118477
Transport rays that enter to another location in the scene, with
specified ray position and normal. This may be used to render portals
for visual effects, and other production rendering tricks.
This acts much like a Transparent BSDF. Render passes are passed
through, and this is affected by light path max transparent bounces.
Pull Request: https://projects.blender.org/blender/blender/pulls/114386
This is a regression in 4.1, caused by 36e603c430.
For unbiased MIS weight in light tree, we should use sd->N for
mis_origin_n, since sc->N is not available in NEE.
The change also makes it so we do not sample lights below sd->N even
when bump map correction is disabled. This diverges from the original
idea of giving full control to artists, but ensures the internal math
is happy.
Pull Request: https://projects.blender.org/blender/blender/pulls/120216
The original bug report was that the Glossy Toon BSDF behaves incorrectly
when mixed with other closures.
The underlying issue here was that the eval function didn't check whether
the reflection angle is inside the valid cone and always returned its PDF,
which is very high compared to e.g. the diffuse closure's PDF for small
sizes (since the cone is supposed to be quite tight) and therefore breaks
MIS mixing.
However, while looking into this, I found a number of other issues, and so
this commit also contains several other changes to the Toon BSDFs:
- The angle that was used to compute the intensity wasn't the actual angle
between the vectors. From what I can see, the formula that was used goes
back all the way to the initial commit 12 years ago, so this probably was
something that happened to work with one particular cone sampling method.
Now, however, it caused weird asymmetric highlights, so replace it with
the actual angle (which we already compute anyways).
- Setting size to zero caused the BSDF to go black, so clamp to 1e-5.
- The code was overall a bit repetitive, so I've cleaned it up a bit.
for a camera ray, compute the actual range of the hair width that the
current pixel covers, and only integrate that subset, to prevent a
ribbon-like appearance in close-up looks.
When the hair covers less than one pixel on the screen or when the ray
is not camera ray, the model works the same as before.
Pull Request: https://projects.blender.org/blender/blender/pulls/116094
The valid interval from incoming direction was shared between
`...eval_r()` and `...eval_residual()`, so compute that in `...eval()` instead.
The valid interval from outgoing direction was computed for
`...eval_r()` to further reduce the integration interval. This part is
removed because the check `dot(wo, wm) > 0` is relatively cheap inside the loop.
The geometry normal of the curve might not be precisely orthogonal to
the tangent due to interpolation. Previously, the tangent was adjusted
to be orthogonal to the normal. However, the normal is linearly
interpolated, which is less accurate than the tangent computed using Catmull-Rom.
This commit keeps the tangent and adjust the normal instead, besides
better accuracy, it ensures a smooth transition when the cross-section
shifts between circular and elliptical.
The pre-4.0 Principled BSDF had a special diffuse BSDF that contained
the roughness value from the node. Since 4.0, the regular Diffuse BSDF is used,
so we need to ignore it when determining the roughness value for baking.
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.
If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
Fix issues related to NaN normals in some situations by trying
to detect when these cases might occur and just reverting back
to default normals.
As a side effect of these changes, OSL now behaves correctly
when given a non-normalized normal.
Pull Request: https://projects.blender.org/blender/blender/pulls/114960
While this code is suspect, better to go back to the old state for now,
as there is no simple fix that doesn't introduce other issues.
Fix#115022Fix#115414
This reverts commit 063a9e8964.
The increased amount of BSDF code from Principled BSDF v2 and the
microfacet BSDF led to a big performance regression on Metal and AMD.
We have not been able to find a good workaround for all scenes.
This change disables the Principled Hair BSDF code when it is not used
in the scene. This makes common benchmark scenes faster, but
performance is still bad in scenes that do use it.
Ref #112596
Pull Request: https://projects.blender.org/blender/blender/pulls/113904
Cycles implements the "Taming the Shadow Terminator" paper by Matt Jen-Yuan
Chiang to solve shadow terminator issues when a bump map is applied, as well
as similar approach for the glossy reflection to ensure ray does not get
reflected to inside of the object.
This correction term is applied unconditionally, which makes it harder to have
full control over shading via normals for stylistic reasons.
This change exposes this corrective term as an option called "Bump Map
Correction" which is available in the shader settings next to the
"Transparent Shadows".
The reason to make it per-shader rather than per-object is to allow flexibility
of a control: it is possible that an object has multiple shaders attached to it,
and only some of them used for bump mapping. Another, and possibly stronger
reason to have it per-shader is ease of assets control: shader brings settings
which are needed for its proper behavior. So if material at some point
decides to take over normals, artists would not need to update settings on
every asset which uses that material.
The option is enabled by default, so there is no changes for existing setups.
Pull Request: https://projects.blender.org/blender/blender/pulls/113480
Now that there are different Fresnel types and the reflectance can be tinted,
it is better to sample based on the actually used Fresnel type, instead of
the original Fresnel. This also avoids computing Fresnel multiple times.
Pull Request: https://projects.blender.org/blender/blender/pulls/112158
This has two main advantages: First, it allows to get rid of the extra closure
since the remaining float can just be moved to the main closure allocation.
Second, previously sd->N was completely unused and therefore unintialized,
which ended up causing issues for the Normal render pass.
Previously, the Principled BSDF used the Subsurface input to scale the radius.
When it was zero, it used a diffuse closure, otherwise a subsurface closure.
This sort of scaling input makes sense, but it should be specified in distance
units, rather than a 0..1 factor, so this commit changes the unit and renames
the input to Subsurface Scale.
Additionally, it adds support for mixing diffuse and subsurface components.
This is part of e.g. the OpenPBR spec, and the logic behind it is to support
modeling e.g. dirt or paint on top of skin. Before, materials would be either
fully diffuse (radius=0) or fully subsurface.
For typical materials, this mixing factor will be either zero or one
(just like metallic or transmission), but supporting fractional inputs makes
sense for e.g. smooth transitions at boundaries.
Another change is that there is no separate Subsurface Color anymore - before,
this was mixed with the Base Color using the Subsurface input as the factor,
but this was not really useful since that input was generally very small.
And finally, the handling of how the path enters the material for random walk
subsurface scattering is changed. Before, this always used lambertian (diffuse)
transmission, but this caused some problems, like overly white edges.
Instead, two different methods are now used, depending on the selected mode.
In Fixed Radius mode, the code assumes a simple medium boundary, and performs
refraction into the material using the main Roughness and IOR inputs.
Meanwhile, when not using Fixed Radius, the code assumes a more complex
boundary (as typically found on organic materials, e.g. skin), so the entry
bounce has a 50/50 chance of being either diffuse transmission or refraction
using the separate Subsurface IOR input and a fixed roughness of 1.
Credit for this method goes to Christophe Hery.
Pull Request: https://projects.blender.org/blender/blender/pulls/110989
- Adds tint control, which simulates volumetric absorption inside the coating.
This results in angle-dependent saturation and affects all underlying layers
(diffuse, subsurface, metallic, transmission). It provides a physically-based
alternative to ad-hoc effects such as tinted specular highlights.
- Renames the component from "Clearcoat" to "Coat", since it's no longer
necessarily clear now. This matches naming in e.g. other renderers or OpenPBR.
- Adds an explicit Coat IOR input, in preparation for future smarter IOR logic
around the interaction between Coat and main IOR. This used to be hardcoded
to 1.5.
- Removes hardcoded 0.25 weight multiplier, and adds versioning code to update
existing files accordingly. OBJ import/export still applies the factor.
- Replaces the GTR1 microfacet component with regular GGX. This removes a corner
case in the Microfacet code, solves #53038, and makes us more consistent with
other standard surface shaders. The original Disney BSDF used GTR1, but it
doesn't appear that it caught on in the industry.
Co-authored-by: Weizhen Huang <weizhen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/110993
was mixing real geometry normal, smoothed geometry normal and
bump-mapped normal.
Use `(sd->type & PRIMITIVE_CURVE) ? sc->N : sd->Ng` consistently instead.
We already have two other functions doing very much the same thing.
`bsdf_microfacet_sample()` seems to be the only place where this
function was used; there we always sample visible normals, so the extra
`inside` check is not needed.
1. move early-out logic even earlier
2. reduced the scope of some variables
3. return `label` at the end of `bsdf_microfacet_sample()`. Return
`LABEL_NONE` in the invalid case. The previous distinction was
unnecessary because samples with zero contribution are assigned with
`LABEL_NONE` in `integrate_surface_bsdf_bssrdf_bounce()` anyway.