Commit Graph

154 Commits

Author SHA1 Message Date
Hoshinova
41335edf22 Fix #109254: Voronoi distance output is clamped at 8
The Voronoi distance output is clamped at 8, which is apparent for distance
metrics like Minkowski with low exponents.

This patch fixes that by setting the initial distance of the search loop to
FLT_MAX instead of 8. And for the Smooth variant of F1, the "h" parameter is set
to 1 for the first iteration using a signal value, effectively ignoring the
initial distance and using the computed distance at the first iteration instead.

Pull Request: https://projects.blender.org/blender/blender/pulls/109286
2023-07-10 17:42:24 +02:00
Hoshinova
c9fbbea261 Cleanup: Assign corresponding expressions to variable params.max_distance
Pull Request: https://projects.blender.org/blender/blender/pulls/109328
2023-07-06 18:13:22 +02:00
Hoshinova
f7589751f1 Cleanup: Use defines in Voronoi GLSL implementation
Use defines in Voronoi GLSL implementation instead of magic numbers.

Pull Request: https://projects.blender.org/blender/blender/pulls/109289
2023-06-23 17:16:53 +02:00
Hoshinova
3efc63b398 Fix #109253: Voronoi Smooth F1 breaks when Smoothness is 0
The Voronoi Smooth F1 mode breaks when the Smoothness is 0 for OSL. This is
due to a zero division in the shader.

To fix this, standard F1 is used when Smoothness is 0.

Pull Request: https://projects.blender.org/blender/blender/pulls/109255
2023-06-23 15:56:09 +02:00
Hoshinova
144ad4d20b Nodes: add Fractal Voronoi Noise
Fractal noise is the idea of evaluating the same noise function multiple times with
different input parameters on each layer and then mixing the results. The individual
layers are usually called octaves.
The number of layers is controlled with a "Detail" slider.
The "Lacunarity" input controls a factor by which each successive layer gets scaled.

The existing Noise node already supports fractal noise. Now the Voronoi Noise node
supports it as well. The node also has a new "Normalize" property that ensures that
the output values stay in a [0.0, 1.0] range. That is except for the F2 feature where
in rare cases the output may be outside that range even with "Normalize" turned on.

How the individual octaves are mixed depends on the feature and output socket:
- F1/Smooth F1/F2:
  - Distance/Color output:
    The individual Distance/Color octaves are first multiplied by a factor of
    `Roughness ^ (#layers - 1.0)` then added together to create the final output.
  - Position output:
    Each Position octave gets linearly interpolated with the combined output of the
    previous octaves. The Roughness input serves as an interpolation factor with
    0.0 resutling in only using the combined output of the previous octaves and
    1.0 resulting in only using the current highest octave.
- Distance to Edge:
  - Distance output:
    The Distance octaves are mixed exactly like the Position octaves for F1/Smooth F1/F2.

It should be noted that Voronoi Noise is a relatively slow noise function, especially
at higher dimensions. Increasing the "Detail" makes it even slower. Therefore, when
optimizing a scene one should consider trying to use simpler noise functions instead
of Voronoi if the final result is close enough.

Pull Request: https://projects.blender.org/blender/blender/pulls/106827
2023-06-13 09:18:12 +02:00
Lukas Stockner
8cde7d8f8a Cycles: Merge Anisotropic BSDF node into Glossy BSDF node
Used to be https://archive.blender.org/developer/D17123.

Internally these are already using the same code path anyways, there's no point in maintaining two distinct nodes.

The obvious approach would be to add Anisotropy controls to the Glossy BSDF node and remove the Anisotropic BSDF node. However, that would break forward compability, since older Blender versions don't know how to handle the Anisotropy input on the Glossy BSDF node.

Therefore, this commit technically removes the Glossy BSDF node, uses versioning to replace them with an Anisotropic BSDF node, and renames that node to "Glossy BSDF".

That way, when you open a new file in an older version, all the nodes show up as Anisotropic BSDF nodes and render correctly.

This is a bit ugly internally since we need to preserve the old `idname` which now no longer matches the UI name, but that's not too bad.

Also removes the "Sharp" distribution option and replaces it with GGX, sets Roughness to zero and disconnects any input to the Roughness socket.

Pull Request: https://projects.blender.org/blender/blender/pulls/104445
2023-05-18 23:12:20 +02:00
Weizhen Huang
b9649c2e72 Eevee: fall back to Diffuse BSDF before proper implementation of Hair BSDFs
Co-authored by @fclem
2023-03-08 15:05:58 +01:00
Omar Emara
cbf569523c Realtime Compositor: Implement bicubic interpolation
This patch implements the bicubic interpolation option in the transform
nodes. The path merely reuse the code in the shader image texture and
adds bicubic variants to the domain realization shader.

Pull Request: https://projects.blender.org/blender/blender/pulls/105533
2023-03-07 18:02:20 +01:00
Campbell Barton
91346755ce Cleanup: use '#' prefix for issues instead of 'T'
Match the convention from Gitea instead of Phabricator's T for tasks.
2023-02-12 14:56:05 +11:00
Miguel Pozo
efabe81c91 Fix #103903: Bump Node performance regression
Avoid computing the non-derivative height twice.
The height is now computed as part of the main function, while the height at x and y offsets are still computed on a separate function.
The differentials are now computed directly at node_bump.

Co-authored-by: Miguel Pozo <pragma37@gmail.com>
Pull Request #104595
2023-02-10 21:06:53 +01:00
Charlie Jolly
bea5fe6505 Nodes: Add Exclusion color mix mode
Expands Color Mix nodes with new Exclusion mode.

Similar to Difference but produces less contrast.

Requested by Pierre Schiller @3D_director and
@OmarSquircleArt on twitter.

Differential Revision: https://developer.blender.org/D16543
2022-12-16 15:42:41 +00:00
Alexander Gavrilov
f61ff22967 Attribute Node: support accessing attributes of View Layer and Scene.
The attribute node already allows accessing attributes associated
with objects and meshes, which allows changing the behavior of the
same material between different objects or instances. The same idea
can be extended to an even more global level of layers and scenes.

Currently view layers provide an option to replace all materials
with a different one. However, since the same material will be applied
to all objects in the layer, varying the behavior between layers while
preserving distinct materials requires duplicating objects.

Providing access to properties of layers and scenes via the attribute
node enables making materials with built-in switches or settings that
can be controlled globally at the view layer level. This is probably
most useful for complex NPR shading and compositing. Like with objects,
the node can also access built-in scene properties, like render resolution
or FOV of the active camera. Lookup is also attempted in World, similar
to how the Object mode checks the Mesh datablock.

In Cycles this mode is implemented by replacing the attribute node with
the attribute value during sync, allowing constant folding to take the
values into account. This means however that materials that use this
feature have to be re-synced upon any changes to scene, world or camera.

The Eevee version uses a new uniform buffer containing a sorted array
mapping name hashes to values, with binary search lookup. The array
is limited to 512 entries, which is effectively limitless even
considering it is shared by all materials in the scene; it is also
just 16KB of memory so no point trying to optimize further.
The buffer has to be rebuilt when new attributes are detected in a
material, so the draw engine keeps a table of recently seen attribute
names to minimize the chance of extra rebuilds mid-draw.

Differential Revision: https://developer.blender.org/D15941
2022-10-08 16:43:18 +03:00
Campbell Barton
87d737cd79 Cleanup: spelling in code comments 2022-10-06 12:13:00 +11:00
Brecht Van Lommel
af51e4b41c Cleanup: fix source comment/documentation typos
Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D16071
2022-10-03 21:59:31 +02:00
Lukas Stockner
44aaa9893b Eevee: Add support for Nishita sky texture
Sun Disc is currently not supported because it'll need special handling - on the one hand, I'm not sure if Eevee would handle a 1e6 coming out of a background shader without issues, and on the other hand it won't actually cast sharp shadows anyways.
I guess we'd want to internally add a sun to the lamps if Sun Disc is enabled, but getting that right is tricky since the user could e.g. swap RGB channels in the node tree and the lamp wouldn't match that.
Anyways, that can be handled later, the sky itself is already a start.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D13522
2022-09-16 15:10:09 +02:00
Clément Foucault
472d8f8e92 Merge branch 'blender-v3.3-release' 2022-09-05 10:06:31 +02:00
Clément Foucault
3ae996c293 Fix T100649: Regression: Environment texture is stretched when added to mesh
The new code was not using the correct default attribute. Add access to
`g_data.P` through `node_tex_coord_position()` to replace the old
`GPU_builtin(GPU_VIEW_POSITION)` which was used before.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D15862
2022-09-05 09:21:02 +02:00
Clément Foucault
e48a6fcc63 DRW-Next: Add uniform attributes (object attributes) support
This replaces the direct shader uniform layout declaration by a linear
search through a global buffer.

Each instance has an attribute offset inside the global buffer and an
attribute count.

This removes any padding and tighly pack all uniform attributes inside
a single buffer.

This would also remove the limit of 8 attribute but it is kept because of
compatibility with the old system that is still used by the old draw
manager.
2022-09-02 19:37:15 +02:00
Clément Foucault
789936ea1b Merge branch 'blender-v3.3-release'
# Conflicts:
#	release/scripts/addons
2022-09-02 18:28:46 +02:00
Clément Foucault
e02e844f51 Fix T100163: Eevee: Regression: Displacement maps affected by rotation
This was an oversight as the matrix multiplication present in original
code was reversed.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D15858
2022-09-02 18:21:24 +02:00
Clément Foucault
07cf3ce92f Fix T100377: EEVEE: Regression 3.2 normalmap node broken
This was caused by un-wanted normalization. This is a requirement of
the MikkTspace. The issue is that g_data.N is expected to be normalized
by many other functions and overriden by bump displacement.

Adding a new global variable containing the interpolated normal fixes the
issue AND make it match cycles behavior better (mix between bump and
interpolated normal).
2022-09-02 18:13:54 +02:00
Clément Foucault
874e9cbab9 Fix T99528: EEVEE: Regression: Faulty shaders when using Volume Info node
Workaround the issue by adding an intermediate function. This is usually
the case when working with attributes.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D15860
2022-09-02 18:11:11 +02:00
Clément Foucault
de818d81c3 Fix T98190: EEVEE: Very slow rendering on Intel HD Graphics 4400
This particular GPU driver does not constant fold all the way in order
to discard the unused branches.

To workaround that, we introduce a series of material flag that generates
defines that only keep used branches.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D15852
2022-09-02 13:51:43 +02:00
Charlie Jolly
bfa0ee13d5 Node: Mix node
This patch is a response to T92588 and is implemented
as a Function/Shader node.

This node has support for Float, Vector and Color data types.

For Vector it supports uniform and non-uniform mixing.

For Color it now has the option to remove factor clamping.

It replaces the Mix RGB for Shader and Geometry node trees.

As discussed in T96219, this patch converts existing nodes
in .blend files. The old node is still available in the
Python API but hidden from the menus.

Reviewed By: HooglyBoogly, JacquesLucke, simonthommes, brecht

Maniphest Tasks: T92588

Differential Revision: https://developer.blender.org/D13749
2022-08-31 00:13:57 +01:00
Bastien Montagne
167e2fda15 Merge branch 'blender-v3.3-release' 2022-08-26 18:09:05 +02:00
Luis Pereira
763cafc2b1 Fix T55284: error in Hybrid MultiFractal Musgrave texture
The calculation was revised to address two issues:
* Discontinuities occurring when detail was a non-integer greater than 2.
* Levels of detail in the interval [0,1) repeating the levels of detail in
  the interval [1,2).

This fixes Cycles, Eevee and geometry nodes.

Differential Revision: https://developer.blender.org/D15785
2022-08-26 17:27:43 +02:00
Campbell Barton
1f2a5fea87 Cleanup: strip blank lines around comment blocks 2022-08-17 12:51:07 +10:00
Clément Foucault
6a1cc0d855 Fix T99019 EEVEE: Regression: Specular BSDF does not apply occlusion
Since the occlusion input is going to be removed in EEVEE-Next, I just
added a temporary workaround. The occlusion is passed as SSS radius
as the Specular BSDF does not use it.

The final result matches 3.1 release
2022-06-20 16:33:04 +02:00
Clément Foucault
3bb8b64c47 Fix T99018: EEVEE: Regression: Specular BSDF apply specular color input twice
This was an oversight. I checked that no other node had the same regression.
2022-06-20 16:33:04 +02:00
Clément Foucault
627d42cd56 Merge branch 'blender-v3.2-release'
# Conflicts:
#	source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
2022-06-07 18:32:34 +02:00
Clément Foucault
b568f445a5 Fix T98647: EEVEE: Camera Data Node's View Vector Broken
Fix regression and remove duplicated computation.
2022-06-07 18:14:16 +02:00
Clément Foucault
40ecf9d606 Merge branch 'blender-v3.2-release' 2022-06-02 10:05:56 +02:00
Clément Foucault
33eeed5b3c Fix T98538 EEVEE: Geometry input node breaks with Displacement Texture
This was due to older drivers not honoring varying attributes shadowing by
local variables. Renaming the input argument fixes the issue.
2022-06-02 10:05:14 +02:00
Brecht Van Lommel
770510915c Merge branch 'blender-v3.2-release' 2022-05-23 22:26:27 +02:00
Brecht Van Lommel
bdab538b30 Fix Eevee blackbody wrong with non-default scene linear color space
* Port over new code tables from Cycles
* Convert Rec.709 to scene linear for lookup table.
* Move code for wavelength and blackbody to IMB so they can access the
  required transforms, which are not in blenlib.
* Remove clamping from blackbody shader to bypass the texture read.
  Since it's variable now easiest to just always read from the texture
  than pass additional parameters.
* Fold XYZ to RGB conversion into the wavelength table.

Ref T68926
2022-05-23 22:09:44 +02:00
Clément Foucault
e4de0d28c4 EEVEE: Fix unreported broken normal map node modes
A compilation error was making it impossible to use normal map modes other
than tangent.
2022-05-23 17:20:12 +02:00
Clément Foucault
5565d79057 EEVEE: Fix unreported broken normal map node modes
A compilation error was making it impossible to use normal map modes other
than tangent.
2022-05-23 17:13:57 +02:00
Jeroen Bakker
08a39d32a9 Merge branch 'blender-v3.2-release' 2022-05-10 08:30:56 +02:00
Jeroen Bakker
11aa237858 Eevee: Fix GLSL compilation error.
Introduced by {35594f4b92fa4cbb5b848f447b7a3323e572b676}.
Some platforms do not support temp variables to be used as inout parameter.

Detected on Mac with Intel iGPU.
2022-05-10 08:30:21 +02:00
Clément Foucault
b6b94f878f Merge branch 'blender-v3.2-release' 2022-05-09 23:52:44 +02:00
Clément Foucault
35594f4b92 Fix T97985 EEVEE: Shader mixing not working correctly when reusing shader nodes
This was caused by the `Closure` members being added to the final contribution
more than once. The workaround is to clear the members once a closure has
been added to the final contribution. I used `inout` on `Closure` inputs
so that the render engine implementation of mix and add closure nodes
can do its own thing. The nodegraph handling of inout was changed for this
to work.
2022-05-09 23:52:31 +02:00
Clément Foucault
bfa1c077cb Fix T97983 EEVEE: Tangent Normal of Curves info behaves differently in Eevee
Curve tangent was correctly mistaken with curve normal.

This patch fixes the name of the output in the glsl function and make curve
attributes more explicit (with `curve_` prefix).

This also improve the normal computation by making it per pixel to match
cycles.

Also ports the changes to eevee-next.
2022-05-09 20:06:27 +02:00
Omar Emara
bdfee6d831 EEVEE: Refactor curve nodes
This patches rewrites the GPU shaders of curve nodes for easier future
development. This is a non-functional change. The new code avoids code
duplication by moving common code into BKE curve mapping functions. It
also avoids ambiguous data embedding into the gradient vectors that are
passed to vectors and reduces the size of uniforms uploaded to the
shader by avoiding redundancies.

This is needed in preparation for the viewport compositor, which will
utilize and extend this implementation.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D14689
2022-05-06 13:33:23 +02:00
Omar Emara
8f6f28a0dc GPU: Move common shaders into a common directory
This patch moves some of the utility library shaders into a common
directory and makes the necessary renames across shaders. Additionally,
material-specific transform functions were moved outside of math utils
into a separate transform_utils.glsl file.

This is needed in preparation for the viewport compositor, which will
make use of some of those utilities and will require all material
specific bit to be removed out of those files.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D14688
2022-05-06 12:58:14 +02:00
Hallam Roberts
82df48227b Nodes: Add general Combine/Separate Color nodes
Inspired by D12936 and D12929, this patch adds general purpose
"Combine Color" and "Separate Color" nodes to Geometry, Compositor,
Shader and Texture nodes.
- Within Geometry Nodes, it replaces the existing "Combine RGB" and
  "Separate RGB" nodes.
- Within Compositor Nodes, it replaces the existing
  "Combine RGBA/HSVA/YCbCrA/YUVA" and "Separate RGBA/HSVA/YCbCrA/YUVA"
  nodes.
- Within Texture Nodes, it replaces the existing "Combine RGBA" and
  "Separate RGBA" nodes.
- Within Shader Nodes, it replaces the existing "Combine RGB/HSV" and
  "Separate RGB/HSV" nodes.

Python addons have not been updated to the new nodes yet.

**New shader code**
In node_color.h, color.h and gpu_shader_material_color_util.glsl,
missing methods hsl_to_rgb and rgb_to_hsl are added by directly
converting existing C code. They always produce the same result.

**Old code**
As requested by T96219, old nodes still exist but are not displayed in
the add menu. This means Python scripts can still create them as usual.
Otherwise, versioning replaces the old nodes with the new nodes when
opening .blend files.

Differential Revision: https://developer.blender.org/D14034
2022-05-04 18:44:03 +02:00
Kévin Dietrich
d86d7c935e Fix T97827: material preview not displaying textures
Caused by rB281bcc1c1dd6 which did not properly made use
of `vec4` for UVs which are now loaded as attributes.
2022-05-04 14:30:52 +02:00
Kévin Dietrich
281bcc1c1d Fix T93179: geonodes UVs and Vertex colors do not work in EEVEE
Overwriting UV map or vertex color data in Geometry nodes will move the
layers to another CustomData channel, and as such, will make attribute
lookup fail from the UVMap and Vertex Color nodes in EEVEE as the
CustomDataType will also be modified (i.e. no longer `CD_MTFACE` or
`CD_MCOL`).

As discussed in T93179, the solution is to use `CD_PROP_AUTO_FROM_NAME`
so that the render engine is able to find the attributes. This also makes
EEVEE emulate Cycles behaviour in this regard. `attr_load_uv` and
`attr_load_color` are also removed in favor of the generic attribute
API in the various GLSL shaders.

Although `CD_PROP_AUTO_FROM_NAME` is now used even for UV maps, the
active UV map is still used in case the attribute name is empty, to
preserve the old behavior.

Differential Revision: https://developer.blender.org/D13730
2022-05-03 22:50:04 +02:00
Campbell Barton
42717596d0 Cleanup: clang-format 2022-04-20 10:41:31 +10:00
Clément Foucault
fa3bd17ae8 GPU: Replace GPUMaterialVolumeGrid by GPUMaterialAttribute
This is to make the codegen and shading nodes object type agnostic. This
is essential for flexibility of the engine to use the nodetree as it see
fits.

The essential volume attributes struct properties are moved to the
`GPUMaterialAttribute` which see its final input name set on creation.

The binding process is centralized into `draw_volume.cc` to avoid
duplicating the code between multiple engines. It mimics the hair attributes
process.

Volume object grid transforms and other per object uniforms are packed into
one UBO per object. The grid transform is now based on object which simplify
the matrix preparations.

This also gets rid of the double transforms and use object info orco factors
for volume objects.

Tagging @brecht because he did the initial implementation of Volume Grids.
2022-04-19 12:09:18 +02:00
Clément Foucault
80859a6cb2 GPU: Make nodetree GLSL Codegen render engine agnostic
This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl`
files. It defines a clear interface to evaluate the closure nodes leaving
more flexibility to the render engine.

Some of the long standing workaround are fixed:
- bump mapping support is no longer duplicating a lot of node and is instead
  compiled into a function call.
- bump rewiring to Normal socket is no longer needed as we now use a global
  `g_data.N` for that.


Closure sampling with upstread weight eval is now supported if the engine needs
it.

This also makes all the material GLSL sources use `GPUSource` for better
debugging experience. The `GPUFunction` parsing now happens in `GPUSource`
creation.

The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type
agnostic. Is has also been rewritten in C++.

This patch changes a view behavior for EEVEE:
- Mix shader node factor imput is now clamped.
- Tangent Vector displacement behavior is now matching cycles.
- The chosen BSDF used for SSR might change.
- Hair shading may have very small changes on very large hairs when using hair
  polygon stripes.
- ShaderToRGB node will remove any SSR and SSS form a shader.
- SSS radius input now is no longer a scaling factor but defines an average
  radius. The SSS kernel "shape" (radii) are still defined by the socket default
  values.

Appart from the listed changes no other regressions are expected.
2022-04-14 18:47:58 +02:00