Commit Graph

322 Commits

Author SHA1 Message Date
Brecht Van Lommel
1c50dd8bb8 Revert "Fix: Cycles: inconsistent normal checks when sampling and evaluating BSDF"
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 #115022
Fix #115414

This reverts commit 063a9e8964.
2023-11-27 17:01:59 +01:00
Alaska
59a1148ac0 Fix #115206: Sheen renders incorrectly when viewed head on
Fixes an issue where the sheen would render incorrectly when
the normal of the surface is parallel to the incoming direction.

Co-authored-by: Lukas Stockner <lukas.stockner@freenet.de>

Pull Request: https://projects.blender.org/blender/blender/pulls/115286
2023-11-27 11:34:02 +01:00
Brecht Van Lommel
8845dba79d Fix Cycles rare assert in ensure_valid_specular_reflection
When the incoming direction is exactly orthogonal to the normal

Ref #115071
2023-11-21 18:39:56 +01:00
Lukas Stockner
173ba71b6b Merge branch 'blender-v4.0-release' 2023-10-19 13:26:22 +02:00
Lukas Stockner
c71e18054c Fix: Cycles: Non-physical layering weights can lead to negative closures 2023-10-19 13:13:48 +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
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
Brecht Van Lommel
2f3e3cda51 Fix #113034: Cycles sheen breaks with low roughness
Also minor optimization to replace division by multiplication.
2023-10-03 20:30:40 +02:00
Lukas Stockner
2456897d9d Fix #112831: Cycles: Kernel assert and NaN in Sheen 2023-09-27 03:02:07 +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
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
Weizhen Huang
cae90106ac Fix: Cycles: assert error in microfacet BSDF
due to assigning values to `*eval` and `*pdf` when the label is `LABEL_NONE`.
2023-09-19 15:02:47 +02:00
Weizhen Huang
e894e6a411 Fix: Cycles: wrong refractive index in path guiding
should be the relative IOR of the outgoing media to the incoming media,
depending on `bsdf->ior` and whether the interaction is refraction.
Reference paper: [Robust Fitting of Parallax-Aware Mixtures for Path Guiding](https://uni-tuebingen.de/fakultaeten/mathematisch-naturwissenschaftliche-fakultaet/fachbereiche/informatik/lehrstuehle/computergrafik/lehrstuhl/veroeffentlichungen/robust-fitting-of-parallax-aware-mixtures-for-path-guiding/) Eq (35)

Pull Request: https://projects.blender.org/blender/blender/pulls/112157
2023-09-18 16:20:48 +02:00
Weizhen Huang
57990ec3fc Refactor: Cycles: adjust microfacet lobe selection pdf by tint
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
2023-09-18 15:32:46 +02:00
Jacques Lucke
c001fbb623 Cleanup: fix debug build 2023-09-16 10:58:43 +02:00
Lukas Stockner
1b92284f86 Cycles: Pack Chiang Hair local coordinates into BSDF normal field
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.
2023-09-16 03:29:46 +02:00
Lukas Stockner
d7aee5a580 Cycles: Tweak Principled BSDF Subsurface parameters
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
2023-09-13 02:45:33 +02:00
Lukas Stockner
158dbc1b10 Cycles: Rework Principled BSDF Clearcoat
- 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
2023-09-13 00:03:11 +02:00
Lukas Stockner
825cc14e74 Cleanup: Cycles: Remove unused argument 2023-09-10 18:58:43 +02:00
Weizhen Huang
063a9e8964 Fix: Cycles: inconsistent normal checks when sampling and evaluating BSDF
was mixing real geometry normal, smoothed geometry normal and
bump-mapped normal.
Use `(sd->type & PRIMITIVE_CURVE) ? sc->N : sd->Ng` consistently instead.
2023-09-08 19:00:01 +02:00
Weizhen Huang
1b7d41eba7 Cleanup: add TODOs in bsdf_microfacet.h 2023-09-08 16:53:26 +02:00
Weizhen Huang
f96b9db610 Cleanup: remove redundant fresnel_dielectric()
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.
2023-09-08 16:53:12 +02:00
Weizhen Huang
21ca47d81f Cleanup: rearrange code in bsdf_microfacet.h for better readability
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.
2023-09-08 16:52:59 +02:00
Weizhen Huang
bf82f9442c Cycles: remove defensive sampling in BSDF picking
the motivation was to give closures with low weight a higher pdf to pick
at the first bounce, in case the next interaction has high contribution.
However, there are several issues:

1. this is too much fine-tuned for a specific case, and only works well
when there is a strong contribution after reflection and very little
contribution after the transmission;
2. the logic in `bsdf_microfacet.h` was added when merging reflection
and refraction into a glass closure, since then it doesn't even work
well in the above case when mixed with other closures;
3. The behavior is inconsistent in `bsdf_microfacet_eval()` and
`bsdf_microfacet_sample()`;
4. such cases should be handled by more modern and more general methods
such as path guiding and denoiser;
5. it makes the code flow harder to follow

Delete this trick for now to pick the closures solely based on their
`sample_weight`. Can be added back (with proper fix in
`bsdf_microfacet`) if indeed necessary.
2023-09-08 16:52:42 +02:00
Weizhen Huang
077022e45f Fix #112003: Principled Huang Hair renders black on horizontal particle hair
Curve normal is not available in legacy particle hair system. Construct
a local coordinate system instead of using a fixed normal direction [1,
0, 0] to avoid black appearance.
2023-09-06 14:18:29 +02:00
Weizhen Huang
df26271db4 Fix NaN in Principled Huang Hair sphg_dir()
thanks Christophe Hery for spotting and fixing the issue
2023-09-05 18:03:43 +02:00
Weizhen Huang
1284e98ab8 Cycles: use low-distortion mapping when sampling cone and hemisphere
based on concentric disk mapping.
Concentric disk mapping was already present, but not used everywhere.
Now `sample_cos_hemisphere()`, `sample_uniform_hemisphere()`, and
`sample_uniform_cone()` use concentric disk mapping.
This changes the noise in many test images.

Pull Request: https://projects.blender.org/blender/blender/pulls/109774
2023-08-23 17:25:27 +02:00
Campbell Barton
33a05725be Cleanup: spelling in comments 2023-08-21 10:05:45 +10:00
Campbell Barton
faa3ef6ad5 Cleanup: format 2023-08-19 23:52:47 +10:00
Weizhen Huang
6f8011edf7 Cycles: new Principled Hair BSDF variant with elliptical cross-section support
Implements the paper [A Microfacet-based Hair Scattering
Model](https://onlinelibrary.wiley.com/doi/full/10.1111/cgf.14588) by
Weizhen Huang, Matthias B. Hullin and Johannes Hanika.

### Features:
- This is a far-field model, as opposed to the previous near-field
Principled Hair BSDF model. The hair is expected to be less noisy, but
lower roughness values takes longer to render due to numerical
integration along the hair width. The hair also appears to be flat when
viewed up-close.
- The longitudinal width of the scattering lobe differs along the
azimuth, providing a higher contrast compared to the evenly spread
scattering in the near-field Principled Hair BSDF model. For a more
detailed comparison, please refer to the original paper.
- Supports elliptical cross-sections, adding more realism as human hairs
are usually elliptical. The orientation of the cross-section is aligned
with the curve normal, which can be adjusted using geometry nodes.
Default is minimal twist. During sampling, light rays that hit outside
the hair width will continue propogating as if the material is
transparent.
- There is non-physical modulation factors for the first three
lobes (Reflection, Transmission, Secondary Reflection).

### Missing:
- A good default for cross-section orientation. There was an
attempt (9039f76928) to default the orientation to align with the curve
normal in the mathematical sense, but the stability (when animated) is
unclear and it would be a hassle to generalise to all curve types. After
the model is in main, we could experiment with the geometry nodes team
to see what works the best as a default.

Co-authored-by: Lukas Stockner <lukas.stockner@freenet.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/105600
2023-08-18 12:46:13 +02:00
Lukas Stockner
2ac0b36e4e Cycles: Rework component layering in Principled BSDF
Overall, this commit reworks the component layering in the Principled BSDF
in order to ensure that energy is preserved and conserved.

This includes:
- Implementing support for the OSL `layer()` function
- Implementing albedo estimation for some of the closures for layering purposes
  - The specular layer that the Principled BSDF uses has a proper tabulated
    albedo lookup, the others are still approximations
- Removing the custom "Principled Diffuse" and replacing it with the classic
  lambertian Diffuse, since the layering logic takes care of energy now
- Making the merallic component independent of the IOR

Note that this changes the look of the Principled BSDF noticeably in some
cases, but that's needed, since the cases where it looks different are the
ones that strongly violate energy conservation (mostly grazing reflections
with strong Specular).

Pull Request: https://projects.blender.org/blender/blender/pulls/110864
2023-08-10 23:53:37 +02:00
Lukas Stockner
c66a694056 Cycles: Replace Sheen model in the Principled BSDF
This replaces the Sheen model used in the Principled BSDF with the
model from #108869 that is already used in the Sheen BSDF now.

The three notable differences are:
- At full intensity (Sheen = 1.0), the new model is significantly
  stronger than the old one. For existing files, the intensity is
  adjusted to keep the overall look similar.
- The Sheen Tint input is now a color input, instead of the
  previous blend factor between white and the base color.
- There is now a Sheen roughness control, which can be used to
  tweak the look between velvet-like and dust-like.

Pull Request: https://projects.blender.org/blender/blender/pulls/109949
2023-07-27 02:17:44 +02:00
Campbell Barton
ac5be3efde Cleanup: use SPDX copyright in header 2023-07-25 13:59:53 +10:00
Lukas Stockner
b220ec27d7 Cycles: Update Velvet BSDF to Sheen BSDF with new Microfiber sheen model
This patch extends the old Velvet BSDF node with a new shading model,
and renames it to Sheen BSDF accordingly.

The old model is still available, but new nodes now default to the
"Microfiber" model, which is an implementation of
https://tizianzeltner.com/projects/Zeltner2022Practical/.

Pull Request: https://projects.blender.org/blender/blender/pulls/108869
2023-07-24 15:36:36 +02:00
Weizhen Huang
0b3efc9d8c Cleanup: Cycles: remove SHARP distribution internally
this option was already unselectable in the UI, and is treated as GGX
with zero roughness. Upon building the shader graph, we only convert a
closure to `SHARP` when option Filter Glossy is not used and the
roughness is below certain threshold. The benefit is that we can avoid
calling `bsdf_eval()` or return earlier in some cases, but the thresholds
vary across files.
This patch removes `SHARP` closures altogether, and checks if the
roughness value is below a global threshold `BSDF_ROUGHNESS_THRESH`
after blurring, in which case the flag `SD_BSDF_HAS_EVAL` is not set.
The global threshold is set to be `5e-7f` because threshold smaller than
that seems to have caused problem in the past (c6aa0217ac). Also removes
a bunch of functions, variables and arguments that were only there
because we converted closures under certain conditions.

Pull Request: https://projects.blender.org/blender/blender/pulls/109902
2023-07-12 12:36:31 +02:00
Campbell Barton
785bd13b9a Cleanup: spelling in comments 2023-07-05 14:09:33 +10:00
Campbell Barton
c12994612b License headers: use SPDX-FileCopyrightText in intern/cycles 2023-06-14 16:53:23 +10:00
Lukas Stockner
0e593dc7f1 Merge branch 'blender-v3.6-release' 2023-06-13 01:56:11 +02:00
Lukas Stockner
4e104d77c7 Fix #108211: Cycles: Correctly split Glass BSDF contributions
So far, each closure in Cycles was either diffuse OR glossy OR
transmissive, and its color and contributions were assigned
to the corresponding direct/indirect/color passes.

However, since Glass is a single closure now, that is no longer enough,
since glass has both a glossy and a transmissive component.

Therefore, this commit adds support for splitting contributions from
the Glass closure between the two types.
For 4.0, we might want to also use this for Principled Hair since it
also technically has both types, but that would be a change from
the existing result so it's not part of 3.6 yet.
2023-06-13 01:34:07 +02:00
Lukas Stockner
801897ed4e Cycles: Fix negative contribution from Velvet BSDF at grazing angles 2023-06-08 03:12:31 +02:00
Lukas Stockner
3b4182f272 Cycles: Fix assert for MultiGGX Principled Transmission 2023-06-08 03:12:31 +02:00
Lukas Stockner
74bef929d5 Merge branch 'blender-v3.6-release' 2023-06-08 03:05:19 +02:00
Lukas Stockner
1460c1c55c Cycles: Fix negative contribution from Velvet BSDF at grazing angles 2023-06-08 03:03:51 +02:00
Lukas Stockner
d6a183d7b3 Cycles: Fix assert for MultiGGX Principled Transmission 2023-06-08 02:35:16 +02:00
Weizhen Huang
0e20e2320b Fix compiler error on Metal 2023-06-05 10:53:46 +02:00
Lukas Stockner
888bdc1419 Cycles: Remove MultiGGX code, replace with albedo scaling
While the multiscattering GGX code is cool and solves the darkening problem at higher roughnesses, it's also currently buggy, hard to maintain and often impractical to use due to the higher noise and render time.

In practice, though, having the exact correct directional distribution is not that important as long as the overall albedo is correct and we a) don't get the darkening effect and b) do get the saturation effect at higher roughnesses.

This can simply be achieved by adding a second lobe (https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides_v2.pdf) or scaling the single-scattering GGX lobe (https://blog.selfshadow.com/publications/turquin/ms_comp_final.pdf). Both approaches require the same precomputation and produce outputs of comparable quality, so I went for the simple albedo scaling since it's easier to implement and more efficient.

Overall, the results are pretty good: All scenarios that I tested (Glossy BSDF, Glass BSDF, Principled BSDF with metallic or transmissive = 1) pass the white furnace test (a material with pure-white color in front of a pure-white background should be indistinguishable from the background if it preserves energy), and the overall albedo for non-white materials matches that produced by the real multi-scattering code (with the expected saturation increase as the roughness increases).

In order to produce the precomputed tables, the PR also includes a utility that computes them. This is not built by default, since there's no reason for a user to run it (it only makes sense for documentation/reproducibility purposes and when making changes to the microfacet models).

Pull Request: https://projects.blender.org/blender/blender/pulls/107958
2023-06-05 02:20:57 +02:00
Lukas Stockner
d28fe16693 Merge branch 'blender-v3.6-release' 2023-05-30 00:26:45 +02:00
Lukas Stockner
67d0ba4f80 Fix #108211: Incorrect Transmission Color pass due to merged Glass closure 2023-05-30 00:02:05 +02:00