Commit Graph

617 Commits

Author SHA1 Message Date
Alexandre-Cardaillac
921c2b9d61 Shader: New Volume Coefficients Shader
Add a new shader node to control volume coefficients (scattering,
absorption and emission) directly, making it easier to model existing
volumes with measured data.

Pull Request: https://projects.blender.org/blender/blender/pulls/136287
2025-05-08 19:19:35 +02:00
Campbell Barton
9eb9493ecd Fix: build error WITH_CYCLES_OSL & GCC 15.1
Ref !138238
2025-05-02 14:22:27 +10:00
Lukas Stockner
175686f286 Fix: Cycles: Shadow terminator logic does not account for OSL bump mapping
The issue here is that the automatic bump shader in OSL adjusts globals.N,
which is used to define each closure's shading normal, but sd->N remains
as it was (unlike SVM, which sets it from svm_node_set_normal).

This is a problem since some code like the shadow terminator stuff uses sd->N,
so to make behavior consistent the fix is to set it from OSL as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/138092
2025-04-28 14:03:55 +02:00
Lukas Stockner
54b156bf16 Cycles: Add support for automatic bump mapping on OptiX OSL
All the required parts are already there, just needs to be hooked up.
This is essentially just copying what `osl_eval_nodes<SHADER_TYPE_SURFACE>`
does on the CPU.

Fixes #104276.

Pull Request: https://projects.blender.org/blender/blender/pulls/138044
2025-04-28 12:47:31 +02:00
Lukas Stockner
8bc9f174d3 Fix: Cycles: Wrong derivative handling in OptiX OSL transform()
osl_transform_triple(), osl_transform_dvmdv() and so on are supposed to apply
the given transform in the context of OSL's auto-differentiation system.
Therefore, the given input is a dual vector, containing both the value as v[0]
and its derivatives w.r.t. X and Y in v[1] and v[2].

However, the existing code treats these as a simple list of vectors, applying
the same operation to all three instead of propagating the derivatives.
On top of that, it also treated the given matrix input as if there were three
of them, which isn't the case.

Therefore, this commit replaces the implementation to do the right thing.
The Vector and Normal case are straightforward since the operation is linear,
so applying the same operation to all three vectors works.
The Point case is a bit more complicated, but not too bad when written out.

This bug mostly became apparent when using Object or Camera texture coordinates
with a Bump node, since that node uses OSL differentials and Object/Camera
coordinates are implemented using transform().

I'm pretty sure that all the other builtin functions (e.g. sin) at the bottom
of services_gpu.h have the same problem, but one thing at a time...

Pull Request: https://projects.blender.org/blender/blender/pulls/138045
2025-04-28 12:46:54 +02:00
Campbell Barton
682e5e3597 Cleanup: spelling in comments (make check_spelling_*) 2025-04-26 00:48:04 +00:00
Lukas Stockner
bf412ed9dd Cycles: Support for custom OSL cameras
This allows users to implement arbitrary camera models using OSL by writing
shaders that take an image position as input and compute ray origin and
direction.

The obvious applications for this are e.g. panorama modes, lens distortion
models and realistic lens simulation, but the possibilities are endless.

Currently, this is only supported on devices with OSL support, so CPU and
OptiX. However, it is independent from the shading model used, so custom
cameras can be used without getting the performance hit of OSL shading.

A few samples are provided as Text Editor templates.

One notable current limitation (in addition to the limited device support)
is that inverse mapping is not supported, so Window texture coordinates and
the Vector pass will not work with custom cameras.

Pull Request: https://projects.blender.org/blender/blender/pulls/129495
2025-04-25 19:27:30 +02:00
Brecht Van Lommel
7aaa43b557 Revert "Fix: Build failures when using path with spaces on macOS"
This reverts commit be63ebd961.

This doesn't work well with MSBuild, semicolons get escaped even in
verbatim mode.
2025-04-10 13:04:34 +02:00
Brecht Van Lommel
be63ebd961 Fix: Build failures when using path with spaces on macOS
Use VERBATIM to ensure spaces inside command line arguments don't get
escaped automatically.

On Linux and Windows the oneAPI kernel compilation still has problems.
There is an apparent bug with single quote escaping in add_custom_command
which means it's not easy to use VERBATIM.
2025-04-07 16:29:14 +02:00
Alaska
2e829ca4cf Fix #136303: Normalize the normals on the Ambient Occlusion node
This commit simply normalizes the normals of the Ambient occlusion
node before computing the output to avoid odd behaviour with
unnormalized normals.

Pull Request: https://projects.blender.org/blender/blender/pulls/136315
2025-03-27 02:58:19 +01:00
Brecht Van Lommel
f987ef7b6e Shaders: Add Filter Width input to Bump node
This makes it possible to restore previous Blender 4.3 behavior of bump
mapping, where the large filter width was sometimes (ab)used to get a bevel
like effect on stepwise textures.

For bump from the displacement socket, filter width remains fixed at 0.1.

Ref #133991, #135841

Pull Request: https://projects.blender.org/blender/blender/pulls/136465
2025-03-25 16:29:13 +01:00
Philipp Oeser
d6da557358 Fix #135955: OSL Window texture coordinate wrong for panoramic cameras
There is code that properly handles panoramic cameras in
`camera_world_to_ndc`, the transform matrices (e.g.
`OSLRenderServices::get_inverse_matrix`) in the `transform("NDC", P)`
call dont do the "full work" here (maybe they should though?).

But we can get to `camera_world_to_ndc` by just getting the "NDC"
attribute, so use that for now.

Pull Request: https://projects.blender.org/blender/blender/pulls/136097
2025-03-18 09:11:45 +01:00
Brecht Van Lommel
9984adc7de Merge branch 'blender-v4.4-release' 2025-03-17 16:19:46 +01:00
Brecht Van Lommel
f896f7ffc3 Fix #136047: Cycles OSL gettextureinfo crash with missing image
Missing null pointer check.

Pull Request: https://projects.blender.org/blender/blender/pulls/136075
2025-03-17 16:18:31 +01:00
Brecht Van Lommel
07b60c189b Cycles: Perform attribute subdivision on the host side
* Add SubdAttributeInterpolation class for linear attribute interpolation.
* Dicing computes ptex UV and face ID for interpolation.
* Simplify mesh storage of subd primitive counts
* Remove kernel code for subd attribute interpolation
* Remove patch table packing and upload

The old optimization adds a fair amount of complexity to the kernel, affecting
performance even when not using the feature. It's also not that useful as it
does not work for UVs that needs special interpolation. With this simpler code
it should be easier to make it feature complete.

Pull Request: https://projects.blender.org/blender/blender/pulls/135681
2025-03-11 20:58:07 +01:00
Lukas Stockner
9254532b8b Fix #129306: Cycles: Principled coat doesn't pass furnace test
This implements three improvements to the energy preservation and albedo
scaling logic, which help the Principled BSDF pass the white-furnace test
when using the coat layers at high roughness.

Specifically, at roughness 0.3, the albedo scaling brings it from 60% at
the edge to 95%, and with the energy preservation it's 99.8%.

Pull Request: https://projects.blender.org/blender/blender/pulls/134620
2025-02-26 15:47:21 +01:00
Brecht Van Lommel
e813e46327 Cycles: Refactor lights to be objects
This is an intermediate steps towards making lights actual geometry.
Light is now a subclass of Geometry, which simplifies some code.

The geometry is not added to the BVH yet, which would be the next
step and improve light intersection performance with many lights.

This makes object attributes work on lights.

Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/134846
2025-02-24 23:44:14 +01:00
Lukas Stockner
8cb5e05c48 Cleanup: Cycles: Deduplicate kernel attribute code using templating
The attribute handling code in the kernel is currently highly duplicated since
it needs to handle five different data types and we couldn't use templates
back then.
We can now, so might as well make use of it and get rid of ~1000 lines.

There are also some small fixes for the GPU OSL code:
- Wrong derivative for .w component when converting float2/float3->float4
- Different conversion for float2->float (CPU averages, GPU used to take .x)
- Removed useless code for converting to float2, not used by OSL

Pull Request: https://projects.blender.org/blender/blender/pulls/134694
2025-02-20 19:28:45 +01:00
Lukas Stockner
0177537c9a Fix #129279: Cycles: Matrix-typed attributes not working in OptiX OSL
The issue here is that the individual components of TypeDesc are 8-bit each,
but the code was applying a 4-bit mask. It just so happens that the only
case where this matters is TypeDesc::MATRIX44, since its value is 16.
2025-02-15 19:31:07 +01:00
Alaska
bcec81c4be Fix: Overflow when using light falloff node on distant lights
In Cycles lights can be given a light falloff node to control their
light falloff.

This worked by multiplying the light's strength by different
combinations of the ray length, which would be FLT_MAX for
distant lights. This resulting in almost every configuration of the
light falloff node overflowing when used on distant lights, which is
undesirable.

This commit fixes this issue by ignoring most of the functions of the
light falloff node when used on a distant light.

And in the process fixes a small discrepancy between SVM and OSL when
using the light falloff node on distant lights.

Pull Request: https://projects.blender.org/blender/blender/pulls/134539
2025-02-15 01:23:12 +01:00
Alaska
fee2f10208 Fix: Incorrect ray depth on emission in Cycles OSL
This commit fixes a issue where ray depth for emissive objects
(E.g. Lights) was incorrect when using the ray depth output of the
light path node in Cycles OSL.

Pull Request: https://projects.blender.org/blender/blender/pulls/134496
2025-02-14 05:09:08 +01:00
Brecht Van Lommel
f63c192543 Fix: Cycles OptiX with OSL 1.14 failure in some render tests 2025-02-10 19:34:24 +01:00
Alaska
3791001b1c Fix: Object info random on lights do not work in Cycles OSL
This commit adds the `light:random` attribute to OSL, allowing the
object info node to now match between SVM and OSL when using the
random output on a light.

Pull Request: https://projects.blender.org/blender/blender/pulls/134095
2025-02-07 13:23:51 +01:00
weizhen
0f8eed340e Fix: Cycles: Compilation issue with OSL on GPU 2025-02-06 18:42:46 +01:00
Weizhen Huang
b26221a06a Fix #74979: Cycles: Support Normal texture for bump mapping on triangles
The derivatives of the normal were simply not computed.

The offsetted normals are computed by perturbating the barycentric
coordinates. At triangle boundaries, the normals are extrapolated,
so discontinuities might be visible.

Currently only supported on triangles.

Pull Request: https://projects.blender.org/blender/blender/pulls/133769
2025-02-06 16:22:19 +01:00
Weizhen Huang
d2db9927ed Fix #86648: reduce ray differentials size for bump mapping
Use sub-pixel differentials for bump mapping helps with reducing
artifacts when objects are moving or when textures have high frequency
details.

Currently we scale it by 0.1 because it seems to work good in practice,
we can adjust the value in the future if it turns out to be impractical.

Ref: #122892

Pull Request: https://projects.blender.org/blender/blender/pulls/133991
2025-02-05 13:39:27 +01:00
Alex
c6d7bee181 Cycles: Burley diffuse closure for MaterialX compatibility
Add Burley diffuse to OSL for MaterialX compatibility. It is OSL only and
isn't a closure that will be looked for in SVM.

Pull Request: https://projects.blender.org/blender/blender/pulls/133845
2025-02-04 19:38:56 +01:00
Weizhen Huang
e9c39a6dcd Fix: Cycles: Wrong differentials of Wireframe nodes for bump mapping
Bump map differentials are computed in `svm_node_set_bump()`, other
shader nodes should just evaluate at shifted locations.

Pull Request: https://projects.blender.org/blender/blender/pulls/133876
2025-02-03 10:57:34 +01:00
Alex
0fdf916de2 Cycles: Sheen BSDF compatibility for MaterialX
Pull Request: https://projects.blender.org/blender/blender/pulls/133797
2025-01-30 11:15:43 +01:00
Alex
4c7129be72 Cycles: OSL subsurface_bssrdf compatibility for MaterialX
Pull Request: https://projects.blender.org/blender/blender/pulls/133612
2025-01-30 08:51:44 +01:00
Lukas Stockner
c997e61414 Cycles: Bump minimum OSL version to 1.13.4
That version has a bunch of API changes, so by dropping support for older
versions we can remove old compatibility code.
Also, that version is required for OptiX support, so building a fully-featured
Cycles wasn't possible with older OSL anyways.

Pull Request: https://projects.blender.org/blender/blender/pulls/133746
2025-01-29 21:17:21 +01:00
Campbell Barton
bd1ded952b Cleanup: spelling in comments 2025-01-29 12:31:19 +11:00
Lukas Stockner
a6e7bf2095 Cycles: Support Ray Depth attributes for OptiX OSL
Following the ShaderGlobals refactor, we can now easily pass IntegratorState
along on the GPU side as well, so let's implement these missing attributes.

Pull Request: https://projects.blender.org/blender/blender/pulls/133689
2025-01-29 01:01:08 +01:00
Lukas Stockner
e0d14d3b92 Cycles: Refactor: Store Cycles-specific pointers in our own ShaderGlobals
OSL has OSL::ShaderGlobals, which contains all the state for OSL shader
execution. The renderer fills it out and hands a pointer to OSL, and any
callbacks (e.g. for querying attributes) get the pointer back.

In order to store renderer-specific data in it, there's a few opaque pointers
in the struct, but using those has led to a mess of reinterpret_cast<> and
pointer indirection in order to carry all the data around.

However, there is a way to do this nicer: Good old C-style struct inheritance.
In short: Unless you're doing pointer arithmetic, you can just add additional
data at the end of a base struct, and the rest of the code won't care.

In this case, this means that we can have our own ShaderGlobals struct and
add more Cycles-specific data at the end. Additionally, we can replace the
generic opaque void pointers with ones of the correct type, which saves us
from needing to cast them back.

Since we have a copy of ShaderGlobals for GPU OSL anyways, it's just a matter
of refactoring the code a bit to make use of that.

The advantages of this are:
- Avoids casts all over the place, just needs one cast to turn our
  ShaderGlobals into the "base" type that OSL expects and one to turn the
  pointer that OSL gives us on callbacks back into our "derived" type.
- Removes indirection, all the relevant stuff (sd, kg, state) is now
  directly in the ShaderGlobals
- Removes some OSL-specific state from ShaderData, which helps to keep
  memory usage down

Pull Request: https://projects.blender.org/blender/blender/pulls/133689
2025-01-29 01:01:08 +01:00
Alex
e39b2ee816 Cycles: OSL oren_nayar_diffuse_bsdf compatibility for MaterialX
The oren_nayar_diffuse_bsdf closure in OSL had two issues:
- It broke when used with roughness of zero
- It only used the provided albedo for energy compensation, so it still
  required the user to multiply with the albedo

Therefore, this handles the zero roughness corner case and includes
the albedo in the closure weight.
This makes no difference when using the closure through the Diffuse
or Principled BSDF nodes, only for custom OSL shaders.

Pull Request: https://projects.blender.org/blender/blender/pulls/133597
2025-01-27 17:58:20 +01:00
Alex
4a4e456e37 Cycles: OSL uniform_edf closure for better MaterialX compatibility
Pull Request: https://projects.blender.org/blender/blender/pulls/133575
2025-01-25 21:17:17 +01:00
Brecht Van Lommel
82cc0a3eff Fix #124847: Cycles OSL UDIM wrong extrapolation with negative UV
Pull Request: https://projects.blender.org/blender/blender/pulls/133507
2025-01-23 22:20:52 +01:00
Brecht Van Lommel
e98b45beb1 Fix: Cycles CPU render wrong with latest OSL 1.14 2025-01-22 10:59:07 +01:00
Stefan Werner
416085d893 Fix: Added missing include to allow Cylces build without Embree 2025-01-20 12:41:19 +01:00
Lukas Stockner
4f0aef1fde Fix #132516: Cycles: No NDC coordinates with OSL on OptiX
This attribute just wasn't implemented on OptiX. Not sure why, adding it works.
2025-01-20 03:42:02 +01:00
Alaska
4ca207a145 Cycles: Align Camera data output between SVM and OSL
The `ZDepth` output of the camera data node was different between SVM
and OSL.

SVM would output the `ZDepth`, with negative distances for points
behind the camera. While OSL would output the absolute of the distance,
which resulted in points behind the camera becoming positive.

Align OSL to SVM and allow outputting the negative distance as it
allows users to differentiate between what's in front or behind the
camera.

Pull Request: https://projects.blender.org/blender/blender/pulls/132837
2025-01-09 12:44:52 +01:00
Brecht Van Lommel
faa17e2cc6 OpenShadingLanguage: Compatibility with version 1.14 (beta)
Pull Request: https://projects.blender.org/blender/blender/pulls/132654
2025-01-06 17:21:11 +01:00
Brecht Van Lommel
9971648783 Refactor: Cycles: Replace new/delete by unique_ptr, in simple cases
Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:23:30 +01:00
Brecht Van Lommel
a8654a1dbe Refactor: Cycles: Make CPU kernel globals storage more sane
Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:23:27 +01:00
Brecht Van Lommel
57ff24cb99 Refactor: Cycles: Add const keyword to more function parameters
Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:23:24 +01:00
Brecht Van Lommel
dd51c8660b Refactor: Cycles: Add const keyword where possible, using clang-tidy
Check was misc-const-correctness, combined with readability-isolate-declaration
as suggested by the docs.

Temporarily clang-format "QualifierAlignment: Left" was used to get consistency
with the prevailing order of keywords.

Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:23:20 +01:00
Brecht Van Lommel
689633d802 Refactor: Cycles: Avoid unsafe memcpy and memcmp
Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:23:15 +01:00
Brecht Van Lommel
d9150484a2 Cleanup: Cycles: Remove some unnecessary #if 0 and #if 1
Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:23:09 +01:00
Brecht Van Lommel
d0c2e68e5f Refactor: Cycles: Automated clang-tidy fixups in Cycles
* Use .empty() and .data()
* Use nullptr instead of 0
* No else after return
* Simple class member initialization
* Add override for virtual methods
* Include C++ instead of C headers
* Remove some unused includes
* Use default constructors
* Always use braces
* Consistent names in definition and declaration
* Change typedef to using

Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:22:55 +01:00
Brecht Van Lommel
4951356ebc Refactor: Cycles: Stop using entire OIIO namespace
Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:22:52 +01:00