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
When rendering in the viewport (or probably on instanced objects, but I didn't
test that), emissive objects whose scale is negative give the wrong value on the
"backfacing" input when multiple sampling is enabled.
The underlying problem was a corner case in how normal transformation is handled,
which is generally a bit messy.
From what I can tell, the pattern appears to be:
- If you first transform vertices to world space and then compute the normal from
them (as triangle light samping, MNEE and light tree do), you need to flip
whenever the transform has negative scale regardless of whether the transform
has been applied
- If you compute the normal in object space and then transform it to world space
(as the regular shader_setup_from_ray path does), you only need to flip if the
transform was already applied and was negative
- If you get the normal from a local intersection result (as bevel and SSS do),
you only need to flip if the transform was already applied and was negative
- If you get the normal from vertex normals, you don't need to do anything since
the host-side code does the flip for you (arguably it'd be more consistent to
do this in the kernel as well, but meh, not worth the potential slowdown)
So, this patch fixes the logic in the triangle emission code.
Also, turns out that the MNEE code had the same problem and was also having
problems in the viewport on negative-scale objects, this is also fixed now.
Differential Revision: https://developer.blender.org/D16952
This adds path guiding features into Cycles by integrating Intel's Open Path
Guiding Library. It can be enabled in the Sampling > Path Guiding panel in the
render properties.
This feature helps reduce noise in scenes where finding a path to light is
difficult for regular path tracing.
The current implementation supports guiding directional sampling decisions on
surfaces, when the material contains a least one diffuse component, and in
volumes with isotropic and anisotropic Henyey-Greenstein phase functions.
On surfaces, the guided sampling decision is proportional to the product of
the incident radiance and the normal-oriented cosine lobe and in volumes it
is proportional to the product of the incident radiance and the phase function.
The incident radiance field of a scene is learned and updated during rendering
after each per-frame rendering iteration/progression.
At the moment, path guiding is only supported by the CPU backend. Support for
GPU backends will be added in future versions of OpenPGL.
Ref T92571
Differential Revision: https://developer.blender.org/D15286
The multi-dimensional Sobol pattern required us to carefully use as low
dimensions as possible, as quality goes down in higher dimensions. Now that we
have two sampling patterns that are at least as good, there is no need to keep
it around and the implementation can be simplified.
Differential Revision: https://developer.blender.org/D15788
These replace float3 and packed_float3 in various places in the kernel where a
spectral color representation will be used in the future. That representation
will require more than 3 channels and conversion to from/RGB. The kernel code
was refactored to remove the assumption that Spectrum and RGB colors are the
same thing.
There are no functional changes, Spectrum is still a float3 and the conversion
functions are no-ops.
Differential Revision: https://developer.blender.org/D15535
For transparency, volume and light intersection rays, adjust these distances
rather than the ray start position. This way we increment the start distance
by the smallest possible float increment to avoid self intersections, and be
sure it works as the distance compared to be will be exactly the same as
before, due to the ray start position and direction remaining the same.
Fix T98764, T96537, hair ray tracing precision issues.
Differential Revision: https://developer.blender.org/D15455
* Rename "texture" to "data array". This has not used textures for a long time,
there are just global memory arrays now. (On old CUDA GPUs there was a cache
for textures but not global memory, so we used to put all data in textures.)
* For CUDA and HIP, put globals in KernelParams struct like other devices.
* Drop __ prefix for data array names, no possibility for naming conflict now that
these are in a struct.
* Replace license text in headers with SPDX identifiers.
* Remove specific license info from outdated readme.txt, instead leave details
to the source files.
* Add list of SPDX license identifiers used, and corresponding license texts.
* Update copyright dates while we're at it.
Ref D14069, T95597
This patch adds MetalRT support to Cycles kernel code. It is mostly additive in nature or confined to Metal-specific code, however there are a few areas where this interacts with other code:
- MetalRT closely follows the Optix implementation, and in some cases (notably handling of transforms) it makes sense to extend Optix special-casing to MetalRT. For these generalisations we now have `__KERNEL_GPU_RAYTRACING__` instead of `__KERNEL_OPTIX__`.
- MetalRT doesn't support primitive offsetting (as with `primitiveIndexOffset` in Optix), so we define and populate a new kernel texture, `__object_prim_offset`, containing per-object primitive / curve-segment offsets. This is referenced and applied in MetalRT intersection handlers.
- Two new BVH layout enum values have been added: `BVH_LAYOUT_METAL` and `BVH_LAYOUT_MULTI_METAL_EMBREE` for XPU mode). Some host-side enum case handling has been updated where it is trivial to do so.
Ref T92212
Reviewed By: brecht
Maniphest Tasks: T92212
Differential Revision: https://developer.blender.org/D13353
Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.
For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.