Commit Graph

336 Commits

Author SHA1 Message Date
Sergey Sharybin
56cbde568b Fix #120046: Broken render on AMD Metal GPUs
This is a regression since fdc2962beb

The size of state can not be different between CPU and GPU.

This change replaces compile-time condition with a kernel feature
check, which solves the render regression on AMD Metal. It also
minimizes the state size on other GPUs when Light Tree is disabled.

Pull Request: https://projects.blender.org/blender/blender/pulls/120476
2024-04-11 10:51:45 +02:00
Brecht Van Lommel
bd1f4343c3 Build: Improve OSL library dependency handling in Cycles
Might fix some missing symbols when the OSL library gets updated.

Pull Request: https://projects.blender.org/blender/blender/pulls/119391
2024-03-29 15:24:30 +01:00
Weizhen Huang
c16fd219a8 Fix #70210: Cycles environment map sampling not accounting for negative values
Cycles samples environment map with a PDF proportional to the luminance.
This computation was assuming positive values, but generated texture
coordinates from world could have negative values, so the resulted CDF
was almost zero in the bug report scene.
Fixed by taking the absolute value when computing luminance in CDF.

Pull Request: https://projects.blender.org/blender/blender/pulls/119896
2024-03-26 16:24:36 +01:00
Weizhen Huang
082b68fcb9 Cycles: improve equiangular sampling in volume
By restricting the sample range along the ray to the valid segment.

Supports

**Mesh Light**
- [x] restrict the ray segment to the side with MIS

**Area Light**
- [x] when the spread is zero, find the intersection of the ray and the bounding box/cylinder of the rectangle/ellipse area light beam
- [x] when the spread is non-zero, find the intersection of the ray and the minimal enclosing cone of the area light beam
*note the result is also unbiased when we just consider the cone from the sampled point in volume segment. Far away from the light source it's less noisy than the current solution, but near the light source it's much noisier. We have to restrict the sample region on the area light to the part that lits the ray then, I haven't tried yet to see if it would be less noisy.*

**Point Light**
- [x] the complete ray segment should be valid.

**Spot Light**
- [x] intersect the ray with the spot light cone
- [x] support non-zero radius

Pull Request: https://projects.blender.org/blender/blender/pulls/119438
2024-03-25 13:02:02 +01:00
Weizhen Huang
a2bb547b9a Fix: Cycles spot light spread sampling not considering non-uniform scaling
For spherical spot light, when the shading point is close to the light
source, we switch to sampling the light spread instead of the visible
cone from the shading point. This has the benefit of less noise when the
spread is small.
However, the light spread sampling was not considering non-uniform
object scaling, where the actual spread might be different.
This patch switches sampling method only when the smallest enclosing
spread cone is smaller than the visible cone from the shading point.

An alternative method would be to compute the actual solid angle of the
scaled cone, and sample from the scaled cone. However, that involves
ray transformation and modifying the sampling pdf and angle. Since
non-uniform scaling is rather a niche case, it's probably not worth the
computation effort.

Pull Request: https://projects.blender.org/blender/blender/pulls/119661
2024-03-19 18:55:35 +01:00
Weizhen Huang
a6fba7b59d Cleanup: Cycles: remove unnecessary storage of the spot light axes 2024-03-19 18:55:34 +01:00
Campbell Barton
e33f5e36ac Cleanup: spacing around C-style comment blocks 2024-03-09 23:40:57 +11:00
Brecht Van Lommel
b0b1c55a49 Merge branch 'blender-v4.1-release' 2024-02-22 19:08:48 +01:00
Alaska
56bfd56735 Fix: Cycles incorrect rendering of certain negative strength lights
This fixes an issue where lights that make use of constant negative strength
emission shaders would render with the absolute of their strength.

Pull Request: https://projects.blender.org/blender/blender/pulls/118541
2024-02-22 19:06:22 +01:00
Weizhen Huang
a3f0ff6184 Cycles: make Principled Hair Huang a near- and far-field model
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
2024-02-22 18:18:14 +01:00
Weizhen Huang
1d8ec32473 Fix Cycles area light using MIS when the spread is zero
area light with zero spread was introduced in bf18032977. Such paths can
only be sampled with NEE, so MIS should not be used.
This fixes the discrepancy when Direct Light Sampling is set to MIS or NEE.

Pull Request: https://projects.blender.org/blender/blender/pulls/118584
2024-02-22 17:10:46 +01:00
Brecht Van Lommel
bd8a44e169 Lights: Option to use old point light falloff
Add new "Soft Falloff" option on point and spot light that uses
the old light behavior from Blender versions before 4.0. Blend
files saved with those older versions will use the option.

This option is enabled by default on new lights.

Fix #114241

Co-authored-by: Weizhen Huang <weizhen@blender.org>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/117832
2024-02-07 19:07:11 +01:00
Nikita Sirgienko
280b5c89ae Cycles: Set quality parameter for OIDN
OpenImageDenoise API exposes two modes, high quality and balanced.
This currently only has effect on Nvidia devices, on which it
provides a noticeable performance improvement without visible
difference in quality. This change sets quality to balanced for
the viewport, and high quality for final frame rendering, as
it's what makes the most sense.

Ref #115045

Co-authored-by: Werner, Stefan <stefan.werner@intel.com>
Pull Request: #115265
2024-02-06 20:58:17 +01:00
Nikita Sirgienko
bc886857f3 Cycles: Option to disable OpenImageDenoise GPU per scene
To reduce memory usage if needed.

Pull Request: https://projects.blender.org/blender/blender/pulls/117874
2024-02-06 17:46:21 +01:00
Lukas Stockner
b10507ab63 Fix #117586: Cycles: World Lightgroup not updated when creating/deleting LGs 2024-02-04 16:30:55 +01:00
Brecht Van Lommel
8087dd9e96 Cleanup: Cycles: use one fewer object struct member for motion data 2024-01-24 20:17:13 +01:00
Brecht Van Lommel
d377ef2543 Clang Format: bump to version 17
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.
2024-01-03 13:38:14 +01:00
Alaska
f0fcd553df Fix #116695: Cycles light tree crash with certain light visibility settings
Fixes an issue where triangles (and possibly lights) would not be added
to the light tree if the only visibility option it has enabled is volumetric
scattering.

This would lead to an assert during forward sampling because the light
would be treated as if it was in the light tree, and a light index
outside the light tree array would be sampled, which would trigger
the assert.

Pull Request: https://projects.blender.org/blender/blender/pulls/116703
2024-01-02 13:53:56 +01:00
Weizhen Huang
858349d821 Fix #113728: fireflies in Principled Hair Huang with MIS
The function `has_surface_transparent()` needs to be implemented in
order for hair with elliptical cross-sections to work correctly with MIS.

Pull Request: https://projects.blender.org/blender/blender/pulls/116088
2023-12-12 13:30:53 +01:00
Brecht Van Lommel
cf1505d2a5 Fix Cycles division by zero with zero length curves 2023-12-11 14:46:19 +01:00
Brecht Van Lommel
f9d69da432 Build: remove Cycles build options to disable RTTI
This was required for OSL, which used to be compiled entirely without
RTTI for LLVM. However OSL now only compiles a private part of its code
without RTTI, so this no longer necessary.

Pull Request: https://projects.blender.org/blender/blender/pulls/116035
2023-12-11 14:42:51 +01:00
Brecht Van Lommel
bbb7e7a6d5 Cycles: update to work with OpenVDB 11
Ref #113157
2023-12-10 19:36:40 +01:00
Brecht Van Lommel
a1804f35f7 Shaders: change default IOR from 1.45 to 1.5
To match OpenPBR and Standard Surface. Most IOR real values are in a range
of 1.3 to 1.6, might as well use the more round and common number.

Pull Request: https://projects.blender.org/blender/blender/pulls/115770
2023-12-04 21:12:29 +01:00
Werner, Stefan
b12a87b28a Revert "Cycles: Added quality parameter for OIDN"
This reverts commit 2e2291dd83.
2023-11-23 13:50:00 +01:00
Stefan Werner
2e2291dd83 Cycles: Added quality parameter for OIDN
OpenImageDenoise has two modes, high quality and balanced. This now exposes the modes as user parameters, with viewport denoising defaulting to balanced and final frame rendering set to high quality.

Ref #115045

Co-authored-by: Werner, Stefan <stefan.werner@intel.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/115265
2023-11-23 12:35:30 +01:00
Hoshinova
0b11c591ec Nodes: Merge Musgrave node into Noise node
This path merges the Musgrave and Noise Texture nodes into a single
combined Noise Texture node. The reasoning is that both nodes
intrinsically do the same thing, which is the layering of Perlin noise
derivatives to produce fractal noise. So the patch de-duplicates code
and unifies the use of fractal noise for the end use.

Since the Noise node had a Distortion input and a Color output, while
the Musgrave node did not, those are now available to the Musgrave types
as new functionalities.

The Dimension input of the Musgrave node is analogous to the Roughness
input of the Noise node, so both inputs were unified to follow the same
behavior of the Roughness input, which is arguable more intuitive to
control. Similarly, the Detail input was slightly different across both
nodes, since the Noise node evaluated one extra layer of noise. This was
also unified to follow the behavior of the Noise node.

The patch, coincidentally fixes an unreported bug causing repeated
output for certain noise types and another floating precision bug
#112180.

The versioning code implemented with this patch ensures backward
compatibility for both the Musgrave and Noise Texture nodes. When
opening older Blender files in Blender 4.1 the output of both nodes are
guaranteed to always be exactly identical to that of Blender files
created before the nodes were merged in all cases.

Forward compatibility with Blender 4.0 is implemented by #114236.
Forward compatibility with Blender 3.6 LTS is implemented by #115015.

Pull Request: #111187
2023-11-18 09:40:44 +01:00
Brecht Van Lommel
b1b0d7757a Merge branch 'blender-v4.0-release' into main 2023-10-20 16:29:05 +02:00
Brecht Van Lommel
4997c3aae5 Cycles: don't write surface AOVs when there is only a volume shader
These AOVs can get in the way for volume objects that have no real surface.

Ref #113871
2023-10-20 16:16:05 +02:00
Brecht Van Lommel
813f04d704 Merge branch 'blender-v4.0-release' into main 2023-10-18 22:17:56 +02:00
Brecht Van Lommel
e11f031d62 Fix performance regression on Metal/AMD due to new BSDFs
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
2023-10-18 22:17:05 +02:00
Brecht Van Lommel
bb8440e55b Merge branch 'blender-v4.0-release' into main 2023-10-18 20:42:29 +02:00
Brecht Van Lommel
15d316a51a Fix #113777: Cycles IES texture not working for sphere lights
This was a regression after the sphere light changes, where the normal
now is the normal along the geometry of the light and no longer suitable
for the IES texture direction.

This not only fixes point lights with non-zero radius, but makes the IES
texture direction work consistently across light types and meshes,
always rotated by the object transform.
2023-10-18 20:40:07 +02:00
Brecht Van Lommel
5eb05c2a68 Merge branch 'blender-v4.0-release' into main 2023-10-18 17:24:14 +02:00
Brecht Van Lommel
50cabead7f Fix #113871: Cycles shader with volume shader and AOV output renders black 2023-10-18 16:57:08 +02:00
Sergey Sharybin
36e603c430 Cycles: Add option to control smoothing when using bump map
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
2023-10-11 15:07:21 +02:00
Alaska
85c4df2c42 Cycles: Update Glass BSDF to generalized_schlick
Update the Glass BSDF to internally use Generalized Schlick fresnel.
This allows for easier expansion of certain features in the future.

There should be no functional change from the users perspective.

Pull Request: https://projects.blender.org/blender/blender/pulls/112701
2023-10-09 19:17:15 +02:00
Alaska
990a9440ad Fix some complex Principled BSDF setups not working correctly
Update the max closure count.

Pull Request: https://projects.blender.org/blender/blender/pulls/113390
2023-10-09 16:13:44 +02:00
Lukas Stockner
b1a91c99bc Fix #111588: Cycles: Vector displacement with adaptive subdiv breaks normal
The compact form of the differential is not enough here, we need to store
and use the full vectors for bump evaluation.

Pull Request: https://projects.blender.org/blender/blender/pulls/112987
2023-10-02 02:19:51 +02:00
Brecht Van Lommel
3d38b51435 Shaders: add "Weight" to Transmission/Subsurface/Coat/Sheen socket names
Ref #99447
Ref #112848
2023-09-25 19:51:27 +02:00
Brecht Van Lommel
1d265eed5d Shaders: rename Specular to Specular IOR Level in Principled BSDF
To clarify that this is no longer the primary control, but rather
and adjustment on IOR.

Ref #99447
Ref #112552
2023-09-25 19:51:22 +02:00
Brecht Van Lommel
3e3bdc9b89 Shader: rename subsurface scattering methods and change default
Clarify that one was specifically designed for skin shading.

Ref #99447
Ref #112848
2023-09-25 19:50:50 +02:00
Brecht Van Lommel
334027063e Shader: use single Principled BSDF input for metallic and specular tint
To match Standard Surface and OpenPBR.

Ref #99447
Ref #112848
2023-09-25 19:50:44 +02:00
Brecht Van Lommel
ca5f1c0f00 Shaders: rename Principled BSDF Emission to Emission Color
Ref #99447
Ref #112848
2023-09-25 19:50:41 +02:00
Weizhen Huang
def9b76207 Shader: Change specular tint in Principled BSDF from float to color
For more artistic control. Tints the reflection of dielectric materials
at normal incidence.

Ref #99447

Pull Request: https://projects.blender.org/blender/blender/pulls/112192
2023-09-25 19:42:05 +02:00
Lukas Stockner
86156566a7 Cycles: Add Metallic Tint to Principled BSDF using F82-Tint model
With the default value, this is backwards-compatible.

Ref #99447

Pull Request: https://projects.blender.org/blender/blender/pulls/112551
2023-09-25 19:42:05 +02:00
Campbell Barton
2721b937fb Cleanup: use braces in headers 2023-09-24 14:52:38 +10:00
Campbell Barton
d4dbbab5d9 Cleanup: locate break statements inside the case body
Follow the convention used almost everywhere in Blender's code.
2023-09-23 21:17:50 +10:00
Campbell Barton
5b9740c913 Cleanup: use braces for sources in intern/
Omitted intern/itasc as some of these sources are from KDL:
https://www.orocos.org/kdl.html
2023-09-17 09:05:40 +10:00
Lukas Stockner
5939810b3c Cycles: Remove unused Normal input on Hair BSDF
This was causing a warning when using OSL, since the OSL implementation
didn't implement the input.
Since the socket isn't really implemented on the Blender side anyways,
just get rid of it.

Also, the SVM code uses the shading normal while OSL used the geometric normal.
2023-09-16 03:29:46 +02:00
Lukas Stockner
4c229070a9 Cycles: Rework Principled BSDF Emission
- Changes defaults from Emission Color 0.0, Emission Strength 1.0 to be the
  other way around (Color 1.0, Strength 0.0), suggested by @brecht
- Makes emission component occluded by sheen and coat
  (to simulate e.g. dust-covered light sources)
- Moves transparency into the Principled SVM/OSL node, to allow for future
  support for e.g. transparent shadows in thin sheet mode.

Note that there are optimization opportunities here (mostly skipping the
non-transparent components for transparent shadow evaluation, and skipping
the parts that don't affect emission for light evaluation), but I have a
separate point for those in the Principled V2 planning since there's some
other optimization topics as well.

Co-authored-by: Weizhen Huang <weizhen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/111155
2023-09-13 03:05:27 +02:00