Commit Graph

3302 Commits

Author SHA1 Message Date
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
Weizhen Huang
c076202e23 Fix illegal address error in Cycles Light Tree when no emitter is selected
ensure that `sample_reservoir()` chooses index -1 when the weights are invalid,
and returns `false` from `light_tree_sample()`.

Previous attempt: 206ab6437b

Pull Request: https://projects.blender.org/blender/blender/pulls/111428
2023-08-23 16:09:06 +02:00
Weizhen Huang
3cd14df7d8 Revert "Fix illegal address error in Cycles Light Tree when no emitter is selected"
This reverts commit 206ab6437b.

Seems that the illegal address error should be covered elsewhere, but it's not directly
clear where. Revert the commit for further investigation.
2023-08-23 12:42:57 +02:00
Alaska
206ab6437b Fix illegal address error in Cycles Light Tree when no emitter is selected
Discovered during an investigation into #111277
in rare situations (E.G. When normals are NaN), an emitter
won't be selected as part of `light_tree_cluster_select_emitter()`
and as a result of that, an `emitter_index` of `-1` is passed to
`kernel_data_fetch(light_tree_emitters, emitter_index)` resulting in
an "illegal address" error on some devices.

Pull Request: https://projects.blender.org/blender/blender/pulls/111292
2023-08-23 11:54:20 +02:00
Nikita Sirgienko
abab47a805 Cycles: oneAPI: Refactoring of local size choice logic 2023-08-22 19:04:16 +02:00
Alaska
7f65080ab4 Fix #111277: NaN in Vector Displacement leading to render errors
Fixes NaN in Vector Displacement node caused by the normalization of
0, 0, 0 vectors.

This fixes both visual rendering issues and an "illegal address" error
on the GPU. The "illegal address" error came from the Light Tree
Sampling code not handling the NaN normals well, leading to weird code
paths being taken, eventually leading to a kernel_assert and a
user facing illegal address error.

Pull Request: https://projects.blender.org/blender/blender/pulls/111294
2023-08-21 15:22:03 +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
Campbell Barton
5478798526 Cleanup: use lowercase cmake commands
The `Find*.cmake` modules originally used uppercase commands to match
CMake's own conventions. Since then CMake uses lower-case and even
within our own find modules, using all uppercase wasn't done
consistently. Opt for lowercase everywhere.
2023-08-17 13:15:56 +10:00
Alaska
71587663ac Fix #111156: Principled BSDF transmission not rendering in OSL
After recent changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/111157
2023-08-16 10:14:00 +02:00
Hoshinova
0702c24a36 Nodes: Add Lacunarity and Normalize inputs to Noise node
This PR adds the Lacunarity and Normalize inputs to the Noise node
similar to the Voronoi node.

The Lacunarity input controls the scale factor by which each
successive Perlin noise octave is scaled. Which was previously hard
coded to a factor of 2.

The Noise node normalizes its output to the [0, 1] range by default.
The Normalize option makes it possible for the user to disable that.
To keep the behavior consistent with past versions it is enabled by
default.

To make the aforementioned normalization control easer to implement,
the fractal noise code now accumulates signed noise and remaps the
final sum, as opposed to accumulating positive [0, 1] noise.

Pull Request: https://projects.blender.org/blender/blender/pulls/110839
2023-08-15 17:38:45 +02:00
Brecht Van Lommel
ae10823ff2 Fix OSL build error on Windows after recent changes
Include just oslversion.h to avoid conflicts with OIIO in kernel.
2023-08-11 17:06:44 +02:00
Brecht Van Lommel
c5bd71b375 Fix compiler warning about undefined OSL_LIBRARY_VERSION_CODE
Pull Request: https://projects.blender.org/blender/blender/pulls/111048
2023-08-11 14:55:40 +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
Brecht Van Lommel
11bca76f96 Cycles: update OSL to work with version 1.13.2
While keeping compatibility with older versions.

Ref #110708

Pull Request: https://projects.blender.org/blender/blender/pulls/110980
2023-08-10 20:01:09 +02:00
Campbell Barton
9dfb3fc550 CMake: refactor flag checking function to take multiple argument pairs
Many calls to add_check_c_compiler_flag add_check_cxx_compiler_flag
resulted in over long lines & visual noise. Replace with a function that
takes multiple (cache_var flag) pairs to reduce duplication.
2023-08-10 11:28:22 +10:00
Hoshinova
b880485492 Nodes: add Floored Modulo mode to Math nodes
Both the `Math` node and the `Vector Math` currently only explicitly
support modulo using truncated division which is oftentimes not the
type of modulo desired as it behaves differently for negative numbers
and positive numbers.

Floored Modulo can be created by either using the `Wrap` operation or
a combination of multiple `Math` nodes. However both methods obfuscate
the actual intend of the artist and the math operation that is actually
used.

This patch adds modulo using floored division to the scalar `Math` node,
explicitly stating the intended math operation and renames the already
existing `"Modulo"` operation to `"Truncated Modulo"` to avoid confusion.
Only the ui name is changed, so this should not break compatibility.

Pull Request: https://projects.blender.org/blender/blender/pulls/110728
2023-08-08 12:13:00 +02:00
Alaska
52ed6a216f Fix #110255: Cover up CPU/GPU differences with small suns in light tree
This pull request covers up a subtle difference between the CPU and GPU
when rendering with a light tree. Specifically a case where the user
has a sun light with a small angle.

The difference was caused by the dot() function being different between
CPU and GPU backends, with the GPU showing more meaningful
floating-point precision losses when working with small suns.

Pull Request: https://projects.blender.org/blender/blender/pulls/110307
2023-08-07 07:29:14 +02:00
Campbell Barton
7f34ad736a Cleanup: spelling in comments 2023-08-05 13:54:25 +10:00
Campbell Barton
0caf227530 License headers: use SPDX-FileCopyrightText for *.inl and *.osl files 2023-08-04 13:24:17 +10:00
Sergey Sharybin
8ea68765fc Fix CUDA error with light linking and emissive world volume
The issue was an out-of-bounds read access when checking whether
the world volume emission needs to be accumulated.

Solution is to check for this case. Done in the generic place, so
that the shade_volume kernel is more readable and no branching
added there, and there is no impact on scenes without the light
linking.

Assume that the world emissive volume belongs to the default light
linking group, as there is no way to link it explicitly to anything.

Pull Request: https://projects.blender.org/blender/blender/pulls/110733
2023-08-03 07:54:06 +02:00
Kaspian Jakobsson
5a9128af25 Fix #109679: incorrect handling of negative Z normal maps after recent fix
Implement clamped scaling on the Z-axis, so that strength zero means the
normal map has no effect.

Ref #109763
2023-08-01 20:23:12 +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
Xavier Hallade
aefc9835f8 Cycles: oneAPI: fix kernel host-side compilation with MSVC 17.7
<algorithm> header include is missing from some sycl headers, this will
be fixed upstream with https://github.com/intel/llvm/pull/10424,
meanwhile, we work around it by including it directly.
2023-07-25 12:01:09 +02:00
Campbell Barton
ac5be3efde Cleanup: use SPDX copyright in header 2023-07-25 13:59:53 +10:00
Lukas Stockner
b19011e2db Cycles: Fix build error due to missing svm_closure_weight 2023-07-24 16:56:52 +02:00
Lukas Stockner
2c3b095995 Cycles: Don't store SVM closure weight in ShaderData
This is only used as temporary state while evaluating SVM nodes,
there's no point in storing it in the ShaderData for later.
Since ShaderData size is relevant for GPU performance, we should
save the space and only keep it where needed.

Pull Request: https://projects.blender.org/blender/blender/pulls/110366
2023-07-24 16:09:46 +02:00
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
Lukas Stockner
56bc24aa9b Cycles: Merge OSL Clearcoat closure into microfacet()
There's no reason why this would need to be its own closure, it was
just a slightly different microfacet distribution with a hardcoded
IOR and intensity multiplier internally.

No functional change, just cleaning up the mess of custom OSL closures.

Pull Request: https://projects.blender.org/blender/blender/pulls/109951
2023-07-22 05:07:11 +02:00
Lukas Stockner
89218b66c2 Cycles: Remove Transmission Roughness from Principled BSDF
This was already unsupported in combination with Multiscattering GGX,
prevented the Principled BSDF from using microfaced-based Fresnel for
Glass materials, and would have made future improvements even trickier.

Pull Request: https://projects.blender.org/blender/blender/pulls/109950
2023-07-22 04:16:49 +02:00
Lukas Stockner
8639bf013c Cycles: Fix MNEE not accounting for closure Fresnel
Previously Glass Fresnel used to get baked into the closure weight,
so the MNEE code could just ignore it.
However, now that it's part of the closure implementation, we need
to account for it in the MNEE throughput calculation as well.
2023-07-22 04:02:14 +02:00
–kaspian.jakobssongmail.com
b767a62f32 Fix #109679: Normal Map node strength interpolation artifacts
Previously the normal strength linearly interpolated and extrapolated
the normal in world space. Instead do it in tangent space, in a way
that ensure the normal remains above the surface and valid.

Pull Request: https://projects.blender.org/blender/blender/pulls/109763
2023-07-17 20:06:41 +02:00
Campbell Barton
3889baab4f Cleanup: spelling in comments 2023-07-15 15:54:55 +10:00
Weizhen Huang
a86506b741 Cleanup: sort enum KernelFeatureFlag in order
no functional change expected
2023-07-14 12:19:11 +02:00
Brecht Van Lommel
cc1ee96407 Fix Cycles HIP RT kernel not rebuilding on changes
Changes to the kernel source would not update the HIP RT binaries, leading
to render errors due to the kernel being mismatched with Blender.

The code this was copied from was inside a macro that defines the sources
variable, but it's not defined here.

Ref #109418

Pull Request: https://projects.blender.org/blender/blender/pulls/110073
2023-07-13 23:08:14 +02:00
Weizhen Huang
4724147479 Fix #109945: Division by zero in brick texture 2023-07-13 15:44:15 +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
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
Weizhen Huang
ab12d2836b Cycles: add texture to sun light
Using area-preserving mapping from cone to disk. Has somewhat distortion
near 90°.
The texture rotates with the transformation of the light object, can
have negative and non-uniform scaling.

Pull Request: https://projects.blender.org/blender/blender/pulls/109842
2023-07-10 12:20:47 +02:00
Campbell Barton
4da96623ff CMake: use mark_as_advancd for most non WITH_* options
Avoid showing many obscure CMake options by default.
2023-07-10 12:02:15 +10:00
Campbell Barton
6290451712 Cleanup: spelling in comments 2023-07-09 21:22:45 +10:00
Lukas Stockner
213204c229 Cycles: Change sun lamp to have uniform intensity at high angles
This fixes the issue described in https://projects.blender.org/blender/blender/issues/108957.

Instead of modeling distant lights like a disk light at infinity, it models them as cones. This way, the radiance is constant across the entire range of directions that it covers.

For smaller angles, the difference is very subtle, but for very large angles it becomes obvious (here's the file from #108957, the angle is 179°):
| Old | New |
| - | - |
| ![old_bigsun.png](/attachments/4ef8e7a7-1a29-4bdf-a74c-3cfa103bf1e7) | ![new_bigsun.png](/attachments/d53c7749-2672-40b6-9048-ccf2fffceeb7) |

One notable detail is the sampling method: Using `sample_uniform_cone` can increase noise, since the sampling method no longer preserves the stratification of the samples. This is visible in the "light tree multi distant" test scene.
Turns out we can do better, and after a bit of testing I found a way to adapt the concentric Shirley mapping to uniform cone sampling. I hope the comment explains the logic behind it reasonably well.

Here's the result, note that even the noise distribution is the same when using the new sampling:
| Method | Old | New, basic sampling | New, concentric sampling |
| - | - |- | - |
| Image | ![old.png](/attachments/b3258a70-f015-4065-a774-193974cce439) | ![new_basic.png](/attachments/a9008576-0af6-4152-a687-c800fd958bbd) | ![new_concentric.png](/attachments/769b6c43-34bc-434e-a4fd-ce69addd1ba5) |
| Render time (at higher spp)| 9.03sec | 8.79sec | 8.96sec |

I'm not sure if I got the `light->normalized` handling right, since I don't really know what the expectation from Hydra is here.

Co-authored-by: Weizhen Huang <weizhen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/108996
2023-07-07 17:20:19 +02:00
Weizhen Huang
9fe87646d5 Cycles: replace spot light disk sampling with sphere sampling
The spotlight is now treated as a sphere instead of a view-aligned disk.
The implementation remains almost identical to that of a point light,
except for the spotlight attenuation and spot blend. There is no
attenuation inside the sphere. Ref #108505

Other changes include:
## Sampling
Instead of sampling the disk area, the new implementation samples either
the cone of the visible portion on the sphere or the spread cone, based
on which cone has a smaller solid angle. This reduces noise when the
spotlight has a large radius and a small spread angle.
| Before | After  |
|   --   |   --   |
|![spot_size_before.png](/attachments/04ea864a-6bf9-40fe-b11b-61c838ae70cf)|![spot_size_after.png](/attachments/7077eaf9-b7a8-41b1-a8b6-aabf1eadb4f4)
## Texture
Spot light can now project texture using UV coordinates.
<video src="/attachments/6db989d2-7a3c-4b41-9340-f5690d48c4fb"
title="spot_light_texture.mp4" controls></video>
## Normalization
Previously, the normalization factor for the spotlight was \(\pi r^2\),
the area of a disk. This factor has been adjusted to \(4\pi r^2\) to
account for the surface area of a sphere. This change also affects point
light since they share the same kernel type.
## Versioning
Some pipeline uses the `Normal` socket of the Texture Coordinate node for
projection, because `ls->Ng` was set to the incoming direction at the
current shading point. Now that `ls->Ng` corresponds to the normal
direction of a point on the sphere (except when the radius is zero),
we replace these nodes with a combination of the Geometry shader node
and the Vector Transform node, which gives the same result as before.
![versioning.png](/attachments/5bbfcacc-26c5-4f7f-8360-c42bcd851f68)
Example file see https://archive.blender.org/developer/T93676

Pull Request: https://projects.blender.org/blender/blender/pulls/109329
2023-07-07 17:15:18 +02:00
Weizhen Huang
482211b7e0 Fix wrong conversion from power to radiance of area lights
The correct conversion factor should be 1 / (pi * area), see #108505

Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/109153
2023-07-07 17:03:02 +02:00
Ray Molenkamp
235c564aa0 Cycles: re-Fixed oneAPI build on Windows
fixes one uint missed in a0846a60c9
2023-07-06 14:47:35 -06:00
Stefan Werner
a0846a60c9 Cycles: Fixed oneAPI build on Windows
Turns out uint wasn't defined this early in our kernels on Windows.
Using unsigned int instead should fix this.
2023-07-06 21:50:03 +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
Werner, Stefan
7befc40386 Cycles: Use sycl::bitcast in oneAPI backend
Using sycl::bitcast instead of union hack
2023-07-06 15:06:33 +02:00
Brecht Van Lommel
b96c15172b Cycles: remove Point Density Texture support for surfaces
This is only intended for volumes, and including volume features in the
surface kernels negatively impacts GPU rendering performance.

Pull Request: https://projects.blender.org/blender/blender/pulls/109712
2023-07-05 18:05:25 +02:00