Commit Graph

106 Commits

Author SHA1 Message Date
Campbell Barton
4fa3dc0dd4 Cleanup: spelling in comments, use uppercase tags 2024-10-03 12:11:52 +10:00
Alexandre Cardaillac
0315eae536 Cycles: Add more scattering phase functions
Previously, Cycles only supported the Henyey-Greenstein phase function for volume scattering.
While HG is flexible and works for a wide range of effects, sometimes a more physically accurate
phase function may be needed for realism.

Therefore, this adds three new phase functions to the code:
Rayleigh: For particles with a size below the wavelength of light, mostly athmospheric scattering.
Fournier-Forand: For realistic underwater scattering.
Draine: Fairly specific on its own (mostly for interstellar dust), but useful for the next entry.
Mie: Approximates Mie scattering in water droplets using a mix of Draine and HG phase functions.

These phase functions can be combined using Mix nodes as usual.

Co-authored-by: Lukas Stockner <lukas@lukasstockner.de>
Pull Request: https://projects.blender.org/blender/blender/pulls/123532
2024-10-02 11:12:53 +02:00
Campbell Barton
0fc27c8d81 Cleanup: spelling in comments 2024-09-20 13:14:57 +10:00
Xavier Hallade
33dd8dbdac Cycles: simplify fmodf(c, 1.0f) to fractf(c) in hsv node
Pull Request: https://projects.blender.org/blender/blender/pulls/127461
2024-09-12 11:53:07 +02:00
Alaska
6ccb33e9fe Shader: Add Metallic BSDF Node
Add Metallic BSDF Node to the shader editor.

This node can primarily be used to create more realistic looking
metallic materials than the existing Glossy BSDF node.

This commit does not add any new closures to Cycles, it simply exposes
existing closures that were previous hard to access on their own.

- Exposes the F82 fresnel type that is currently used by the
metallic component of the Principled BSDF. Results should match
between the Metallic BSDF and Principled BSDF when using the same
settings.
- Exposes the Physical Conductor fresnel type that was previously
limited to custom OSL scripts. The Conductor fresnel type accepts
IOR and Extinction coefficients to define the appearance of the
material based off real life measurements.

EEVEE only supports the F82 fresnel type with internal code to convert
the the physical conductor inputs in to a colour format for F82,
which can lead to noticeable rendering differences with
some configurations.

Pull Request: https://projects.blender.org/blender/blender/pulls/114958
2024-08-27 17:20:46 +02:00
Omar Emara
075bdbcd63 Nodes: Improve isotropic Gabor noise UI controls
This patch improves the isotropic Gabor noise UI controls such that
variations happen in both directions of the base orientation, as opposed
to being biased in the positive direction only.

Thanks to Charlie Jolly for suggesting this improvement.
2024-08-14 15:26:03 +03:00
Omar Emara
ce89d7949c Nodes: Optimize Gabor noise variance estimation
This patch optimizes the Gabor noise standard deviation estimation by
computing the upper limit of the integral as the frequency approaches
infinity, since the integral is mostly constant for the relevant
frequency range. The limits are 0.25 for the 2D case and 1 / 4 * sqrt2
for the 3D case.

This also improves normalization for low frequencies, possibly due to
the effect of windowing.

Thanks to Charlie Jolly for spotting the optimization.
2024-08-14 14:27:23 +03:00
Omar Emara
847a3a7ea3 Nodes: Optimize Gabor noise with early exit
Optimize the Gabor noise texture code with an early exit for points that
are further away from the kernel center. This was already done for the
kernel, but is now being done earlier before computing the weight, so
its computation is now skipped.

Thanks to Charlie Jolly for the suggestion.
2024-08-14 12:12:34 +03:00
Lukas Stockner
90bcc3b5dc Fix #124646: Cycles: Point Density node still works on surfaces in OSL
This was already sort of disabled in 4.0 (in #109712), but still worked in OSL,
so let's make it consistent.

Pull Request: https://projects.blender.org/blender/blender/pulls/125928
2024-08-08 00:48:35 +02:00
Alaska
e7ce8d33e3 Fix #124642: OSL generates UVs for objects that don't have any
After e3697710d0, if no UV map was found, then Cycles OSL would
generate UV coordinates for users. This was done to add UV coordinates
to lights, however it had the side effect of creating new UV
coordinates for other object types that don't have a UV map.
This lead to a rendering difference between OSL and SVM
when rendering meshes with no UV map, and objects with no
UV map, like curves.

This commit fixes this issue by adding a new "is_light" attribute to
Cycles OSL and using that to figure out if UV coordinates should be
generated for lights.

Pull Request: https://projects.blender.org/blender/blender/pulls/124673
2024-07-24 12:16:44 +02:00
Campbell Barton
5794913fb8 Cleanup: CMake file indentation, wrap long lines 2024-07-22 09:58:45 +10:00
Campbell Barton
8fdb190278 Cleanup: typos in comments (duplicate words) 2024-07-14 18:55:43 +10:00
Campbell Barton
cd1dbab348 Cleanup: spelling in comments 2024-07-07 00:29:39 +10:00
Lukas Stockner
87159b2871 Cycles: Add Diffuse Roughness option to Principled BSDF
Setting this option to a value above zero replaces the lambertian Diffuse term
with the modified energy-preserving Oren-Nayar BSDF, which matches the OpenPBR
behavior.

Pull Request: https://projects.blender.org/blender/blender/pulls/123616
2024-07-01 15:49:09 +02:00
Alaska
89583e991d Fix: Cycles rough diffuse rendering with bright input color in OSL
The Oren Nayer diffuse BSDF had a energy compensation term added in a
recent commit[1]. This energy compensation term used the colour input
in it's computation. The colour input was clamped in SVM, but not OSL,
resulting in differences between the two backends. This commit resolves
this issue by clamping the colour in the OSL script to match SVM.

[1] 5e40b9bb5c

Pull Request: https://projects.blender.org/blender/blender/pulls/123527
2024-06-21 18:54:15 +02:00
Omar Emara
4f51033708 Nodes: Implement Gabor noise
This patch implements a new Gabor noise node based on [1] but with the
improvements from [2] and the phasor formulation from [3].

We compare with the most popular existing implementation, that of OSL,
from the user's point of view:

  - This implementation produces C1 continuous noise as opposed to the
    non continuous OSL implementation, so it can be used for bump
    mapping and is generally smother. This is achieved by windowing the
    Gabor kernel using a Hann window.

  - The Bandwidth input of OSL was hard-coded to 1 and was replaced with
    a frequency input, which OSL hard codes to 2, since frequency is
    more natural to control. This is even more true now that that Gabor
    kernel is windowed as opposed to truncated, which means increasing
    the bandwidth will just turn the Gaussian component of the Gabor
    into a Hann window. While decreasing the bandwidth will eliminate
    the harmonic from the Gabor kernel, which is the point of Gabor
    noise.

  - OSL had three discrete modes of operation for orienting the kernel.
    Anisotropic, Isotropic, and a hybrid mode. While this implementation
    provides a continuous Anisotropy parameter which users are already
    familiar with from the Glossy BSDF node.

  - This implementation provides not just the Gabor noise value, but
    also its phase and intensity components. The Gabor noise value is
    basically sin(phase) * intensity, but the phase is arguably more
    useful since it does not suffer from the low contrast issues that
    Gabor suffers from. While the intensity is useful to hide the
    singularities in the phase.

  - This implementation converges faster that OSL's relative to the
    impulse count, so we fix the impulses count to 8 for simplicitly.

  - This implementation does not implement anisotropic filtering.

Future improvements to the node includes implementing surface noise and
filtering. As well as extending the spectral control of the noise,
either by providing specialized kernels as was done in #110802, or by
providing some more procedural control over the frequencies of the
Gabor.

References:

[1]: Lagae, Ares, et al. "Procedural noise using sparse Gabor
convolution." ACM Transactions on Graphics (TOG) 28.3 (2009): 1-10.

[2]: Tavernier, Vincent, et al. "Making gabor noise fast and
normalized." Eurographics 2019-40th Annual Conference of the European
Association for Computer Graphics. 2019.

[3]: Tricard, Thibault, et al. "Procedural phasor noise." ACM
Transactions on Graphics (TOG) 38.4 (2019): 1-13.

Pull Request: https://projects.blender.org/blender/blender/pulls/121820
2024-06-19 09:33:32 +02:00
Lukas Stockner
5e40b9bb5c Cycles: Switch to energy-preserving multiscattering Oren-Nayar BSDF
This multiscattering term comes from the OpenPBR specification and nicely
preserves energy while correctly modeling increased saturation at high
roughness.

Preparation for adding a diffuse roughness option to the Principled BSDF.

To me, the difference in output and computation seems small enough to
not need an enum for the old behavior.

Note that this also switches sampling to cosine-weighted, in my tests this
gives lower noise. I also checked doing MIS between cosine and uniform,
using the A term as a weight for how often to use cosine (since that term
is Lambertian diffuse), but always using cosine was better.
A nice consequence of that is that you don't get a huge noise jump when
going from 0.0 to 0.01 roughness.

Pull Request: https://projects.blender.org/blender/blender/pulls/123345
2024-06-18 21:07:21 +02:00
Hoshinova
de6ff6eb0a Fix #121969: Noise texture outputs 0 with coordinates beyond 8.40*10^6
One of the properties of Perlin noise is that it always evaluates to 0.0
when not normalized (or 0.5 when normalized) when the input consists of
only whole integers in all vector components.

Blender's Perlin noise implementation uses single precision floats with
a machine epsilon of 1.19e-07 meaning that for numbers that are greater
than 1/(1.19e-07) = 8.40e6 there mantissa doesn't have any bits left to
store a rational part of the number, effectively meaning that any number
greater than 8.40e6 is a whole integer as far as Blender is concerned.
Therefore when evaluating Perlin noise for any coordinates greater than
that it always results in 0.0 (or 0.5 when normalized).

This fix works as follows: If the original input number is larger than
1.0e6 it is offset by 0.5 after it underwent modulo, which always outputs
numbers in a [0.0, 1.0e5) range leaving the mantissa room for a rational
part. This way the quantization error still persists however the outputs
are random again instead of a constant 0.0.

Pull Request: https://projects.blender.org/blender/blender/pulls/122112
2024-05-27 12:48:15 +02:00
Lukas Stockner
896ef010f6 Fix #122031: Cycles: OSL implementation of Thin Film is missing 2024-05-24 23:55:12 +02:00
David Murmann
ee51f643b0 Cycles: Ray Portal BSDF
Transport rays that enter to another location in the scene, with
specified ray position and normal. This may be used to render portals
for visual effects, and other production rendering tricks.

This acts much like a Transparent BSDF. Render passes are passed
through, and this is affected by light path max transparent bounces.

Pull Request: https://projects.blender.org/blender/blender/pulls/114386
2024-04-29 12:37:51 +02:00
Alaska
f8c0050a25 Shaders: Add Roughness to Subsurface Scattering Node
Matching the Principled BSDF.

Pull Request: https://projects.blender.org/blender/blender/pulls/114499
2024-04-29 10:54:29 +02:00
Alaska
afa66fc628 Shader: Clamp invalid inputs of various BSDF nodes
Clamp some of the inputs of the Glossy BSDF, Glass BSDF, Sheen BSDF,
and Subsurface Scattering nodes to improve consistency between render
engines and to avoid unexpected results.

* Clamp roughness to 0..1
* Clamp subsurface radius to 0..inf
* Clamp colors to 0..inf

Pull Request: https://projects.blender.org/blender/blender/pulls/120390
2024-04-26 17:39:39 +02:00
Hoshinova
c78c6b0bdf Fix #119797: Noise Texture Precision Issues
The Perlin noise algorithms suffer from precision issues when a coordinate
is greater than about 250000.

To fix this the Perlin noise texture is repeated every 100000 on each axis.
This causes discontinuities every 100000, however at such scales this
usually shouldn't be noticeable.

Pull Request: https://projects.blender.org/blender/blender/pulls/119884
2024-03-29 16:12:23 +01:00
Campbell Barton
27c660707d Cleanup: spelling in comments, variables 2023-11-27 09:54:36 +11:00
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
Alaska
a15f9e49ec Shader: Only clamp undefined or unsupported inputs of Principled BSDF
Adjust clamping of inputs in the Principled BSDF to avoid errors and
inconsistencies between render engines, while trying to leave as many
inputs as possible unclamped for artisitc purposes.

Pull Request: https://projects.blender.org/blender/blender/pulls/112895
2023-10-31 03:14:04 +01:00
Alaska
686aece797 Shader: Adjust Coat Tint Color intensity based on Coat Weight
The previous formula for adjusting Coat Tint intensity resulted
in strong tints and sudden colour changes when using a low coat weight.

This commit fixes these issues by mixing between a white tint (no tint)
and the chosen tint based on the Coat Weight.

Pull Request: https://projects.blender.org/blender/blender/pulls/113468
2023-10-20 00:34:24 +02:00
Alaska
4f5e684e24 Fix Cycles OSL geometry node point cloud inconsistency
Update the OSL script for the "Geometry" node to follow the correct
Tangent code path when working with point clouds.

There should be no functional change for the end user since the correct
code path was already taken by accident.

Pull Request: https://projects.blender.org/blender/blender/pulls/113472
2023-10-11 21:05:41 +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
Brecht Van Lommel
c1b4af86b9 Cycles: Speed up principled BSDF when IOR = 1.0
Skip the specular layer of the principled BSDF when IOR=1.0
since it has no visual impact on the material.

Pull Request: https://projects.blender.org/blender/blender/pulls/111586
2023-10-06 20:09:35 +02:00
Alaska
33cbe4c108 Fix Cycles SVM not using IOR Level for Subsurface entry
Make it consistent with OSL.

Pull Request: https://projects.blender.org/blender/blender/pulls/113192
2023-10-06 19:07:59 +02:00
Lukas Stockner
887570065f Fix #112948: Cycles: Principled Sheen over Coat should use Coat normal
Conceptually, Sheen is layered over Coat, so if e.g. a bump map is applied
to the Coat layer, it should also affect Sheen.
2023-10-06 02:22:50 +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
Alaska
a03ee1af81 Shaders: clamp various shader inputs for Principled BSDF
Ref #99447

Pull Request: https://projects.blender.org/blender/blender/pulls/112774
2023-09-25 19:51:12 +02:00
Lukas Stockner
6e2f29b421 Shader: change Specular input on Principled BSDF to affect IOR
This keeps the behavior similar to the Disney BRDF, where 0.5
is neutral and lower/higher values respectively decrease/increase
the dielectric specular. But it's more correct in that it's not
an arbitrary scale on Fresnel, but rather adjusting the IOR.

Ref #99447
Ref #112848

Pull Request: https://projects.blender.org/blender/blender/pulls/112552
2023-09-25 19:51:02 +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
Weizhen Huang
05c053cd25 Cycles: make transmission color in Pricipled BSDF match the base color
since the color is applied both at entry and exit, using the square root
of the color would make the perceived color closer to the desired one.
This also makes the transition smoother when changing the `Transmission`
value in the UI, and matches the behaviour of EEVEE.
2023-09-18 18:18:49 +02:00
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
c963e22a0c Cycles: Fix Geometry node Tangent output for curves when using OSL 2023-09-16 03:29:46 +02:00
Lukas Stockner
c082e43f1e Cycles: Specify roughness for Subsurface OSL node
The Subsurface node doesn't expose this option yet, so follow SVM and set it
to 1.0 for now.
2023-09-14 04:21:43 +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
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
Hoshinova
af54b16778 Nodes: fix Voronoi Noise discontinuities when Lacunarity is 0.0.
When the Lacunarity input is driven by e.g. a Texture discontinuities can
arise because the `for` loop breaks prematurely.

Pull Request: https://projects.blender.org/blender/blender/pulls/111395
2023-08-31 14:20:27 +02:00