Commit Graph

189 Commits

Author SHA1 Message Date
Clément Foucault
71dfcf4558 EEVEE-Next: Remove common lib usage
Replaces all usage by the the gpu_shader_math
equivalent. This is because the old shader
library was quite tangled.

This avoids dependency hell trying to
mix libraries.

Changes are split into isolated commits until
I had to do mass changes because of inter-
dependencies.

Pull Request: https://projects.blender.org/blender/blender/pulls/113631
2023-10-13 17:59:46 +02:00
Clément Foucault
a5741e0561 EEVEE: Change do_multiscatter to a bool internally
This avoid confusion outside of the shader node GLSL code.
The issue also is that Metal allow float to cast to bool
implicitly but this create a compilation error on
OpenGL.
2023-09-26 11:48:51 +02:00
Clément Foucault
0a4fa62f51 EEVEE: Add support for metallic F82 tint
This adds a new entry to the split sum LUT to isolate
the effect of the F82 tint.

The application of the tint part is similar to cycles
and uses the same way for precomputing the `b` factor.

Results matches almost perfectly to the extent of the
split sum approximation.

Note that this removes the unused LTC MAG LUT for
EEVEE next to make space for the new table. It can still
be added back if needed.

Pull Request: https://projects.blender.org/blender/blender/pulls/112881
2023-09-26 10:16:39 +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
239edb27ad EEVEE: optimize principled BSDF by skipping unused components
Ref #99447
Ref #112848
2023-09-25 19:51:17 +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
3d986b81c5 Shaders: move subsurface scale input below radius in Principled BSDF
To help clarify that this is a scale on the radius.

Ref #99447
Ref #112848
2023-09-25 19:50:56 +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
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
Weizhen Huang
e0dacfdda6 EEVEE: use Schlick's approximation instead of real Fresnel for glass
so that we can tint `F0` separately
Ref: #112192 #99447

Mostly affects `IOR < 1`. The overall appearance matches, with some changes in the reflection.

Pull Request: https://projects.blender.org/blender/blender/pulls/112390
2023-09-18 14:26:19 +02:00
Alaska
88ad79c2d1 Add panels to Principled BSDF node
Add panels to the Principled BSDF node to organize
and reduce the size of the node.

Layout inspired by previous work from @LukasStockner

Pull Request: https://projects.blender.org/blender/blender/pulls/112314
2023-09-17 15:42:15 +02:00
Weizhen Huang
5baf652374 Cleanup: EEVEE: rename glass BTDF to BSDF at several places
because it contains reflectance and transmittance, so BSDF would be a
morep proper name.
Also rename BSDF to BRDF at places where only reflectance is returned.
2023-09-14 16:06:26 +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
Weizhen Huang
db4a2de620 Fix: EEVEE: Principled BSDF not matching Cycles near IOR == 1
Schlick's approaximation used by EEVEE is not accurate near `IOR == 1`,
especially when IOR is exactly one, there is no specular reflection and
the material should appear diffuse.
Cycles bypass the issue by lerping between the f0 and f90 color using
the factor derived from real Fresnel curve. In EEVEE we can use the same
trick as in Glass BSDF to smooth the transition at `IOR == 1`.
Note that at `IOR < 1` there is still mismatch, because f0 is prebaked
in the BTDF look up table. In the future if we color f0 using
`specular_tint`, we can split the table and use the BTDF LUT for the
specular component too.
2023-09-06 12:47:30 +02:00
Weizhen Huang
b45dd4cfac EEVEE: change Principled BSDF to match Cycles
Ref: #99447

Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/111754
2023-09-01 11:28:12 +02:00
Weizhen Huang
be9555d118 EEVEE: change Glass BSDF to match Cycles
changes include:
* Use microfacet normal instead of macronormal. Previously Cycles used
macronormal for Glass BSDF and Transmission component in Principeld
BSDF, leading to artefacts at grazing angles. This has been corrected
in 5f9b518a8b and 89218b66c2. Now change EEVEE to match this behaviour.
* GGX distribution is now darker due to the shadowing-masking term,
while Multiscatter GGX preserves energy. This now matches Cycles too.

Pull Request: https://projects.blender.org/blender/blender/pulls/111687
2023-09-01 10:59:20 +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
Campbell Barton
eec449ffe8 Cleanup: correct spelling, comments
Hyphenate words in GLSL code-comments.
2023-08-29 15:55:09 +10:00
Campbell Barton
3de8900ed6 Cleanup: spelling in comments 2023-08-25 09:40:42 +10:00
Campbell Barton
4492742487 License headers: manually integrate existing copyright into SPDX text
Some GLSL files already contained copyright information,
manually merge this into existing SPDX headers.

Ref !111247
2023-08-24 10:57:19 +10:00
Campbell Barton
0148293520 License headers: add SPDX licenses for '*.glsl' files
When GLSL sources were first included in Blender they were treated as
data (like blend files) and had no license header.
Since then GLSL has been used for more sophisticated features
(EEVEE & real-time compositing)
where it makes sense to include licensing information.

Add SPDX copyright headers to *.glsl files, matching headers used for
C/C++, also include GLSL files in the license checking script.

As leading C-comments are now stripped,
added binary size of comments is no longer a concern.

Ref !111247
2023-08-24 10:57:03 +10:00
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
63c1a26069 Cleanup: move GLSL comments to the file start
This has the benefit that leading comments may be stripped,
reducing the binary size (not yet supported).
2023-08-19 17:56:48 +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
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
Jacques Lucke
ada738ac7c Fix: temperature attribute in eevee is divided by three
This fixes the eevee part of #110716.
Cycles still outputs zero which is the same issue as in #87494.

Pull Request: https://projects.blender.org/blender/blender/pulls/110768
2023-08-04 16:37:21 +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
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
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
–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
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
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
Hoshinova
f7589751f1 Cleanup: Use defines in Voronoi GLSL implementation
Use defines in Voronoi GLSL implementation instead of magic numbers.

Pull Request: https://projects.blender.org/blender/blender/pulls/109289
2023-06-23 17:16:53 +02:00
Hoshinova
3efc63b398 Fix #109253: Voronoi Smooth F1 breaks when Smoothness is 0
The Voronoi Smooth F1 mode breaks when the Smoothness is 0 for OSL. This is
due to a zero division in the shader.

To fix this, standard F1 is used when Smoothness is 0.

Pull Request: https://projects.blender.org/blender/blender/pulls/109255
2023-06-23 15:56:09 +02:00
Hoshinova
144ad4d20b Nodes: add Fractal Voronoi Noise
Fractal noise is the idea of evaluating the same noise function multiple times with
different input parameters on each layer and then mixing the results. The individual
layers are usually called octaves.
The number of layers is controlled with a "Detail" slider.
The "Lacunarity" input controls a factor by which each successive layer gets scaled.

The existing Noise node already supports fractal noise. Now the Voronoi Noise node
supports it as well. The node also has a new "Normalize" property that ensures that
the output values stay in a [0.0, 1.0] range. That is except for the F2 feature where
in rare cases the output may be outside that range even with "Normalize" turned on.

How the individual octaves are mixed depends on the feature and output socket:
- F1/Smooth F1/F2:
  - Distance/Color output:
    The individual Distance/Color octaves are first multiplied by a factor of
    `Roughness ^ (#layers - 1.0)` then added together to create the final output.
  - Position output:
    Each Position octave gets linearly interpolated with the combined output of the
    previous octaves. The Roughness input serves as an interpolation factor with
    0.0 resutling in only using the combined output of the previous octaves and
    1.0 resulting in only using the current highest octave.
- Distance to Edge:
  - Distance output:
    The Distance octaves are mixed exactly like the Position octaves for F1/Smooth F1/F2.

It should be noted that Voronoi Noise is a relatively slow noise function, especially
at higher dimensions. Increasing the "Detail" makes it even slower. Therefore, when
optimizing a scene one should consider trying to use simpler noise functions instead
of Voronoi if the final result is close enough.

Pull Request: https://projects.blender.org/blender/blender/pulls/106827
2023-06-13 09:18:12 +02:00
Lukas Stockner
8cde7d8f8a Cycles: Merge Anisotropic BSDF node into Glossy BSDF node
Used to be https://archive.blender.org/developer/D17123.

Internally these are already using the same code path anyways, there's no point in maintaining two distinct nodes.

The obvious approach would be to add Anisotropy controls to the Glossy BSDF node and remove the Anisotropic BSDF node. However, that would break forward compability, since older Blender versions don't know how to handle the Anisotropy input on the Glossy BSDF node.

Therefore, this commit technically removes the Glossy BSDF node, uses versioning to replace them with an Anisotropic BSDF node, and renames that node to "Glossy BSDF".

That way, when you open a new file in an older version, all the nodes show up as Anisotropic BSDF nodes and render correctly.

This is a bit ugly internally since we need to preserve the old `idname` which now no longer matches the UI name, but that's not too bad.

Also removes the "Sharp" distribution option and replaces it with GGX, sets Roughness to zero and disconnects any input to the Roughness socket.

Pull Request: https://projects.blender.org/blender/blender/pulls/104445
2023-05-18 23:12:20 +02:00
Weizhen Huang
b9649c2e72 Eevee: fall back to Diffuse BSDF before proper implementation of Hair BSDFs
Co-authored by @fclem
2023-03-08 15:05:58 +01:00
Omar Emara
cbf569523c Realtime Compositor: Implement bicubic interpolation
This patch implements the bicubic interpolation option in the transform
nodes. The path merely reuse the code in the shader image texture and
adds bicubic variants to the domain realization shader.

Pull Request: https://projects.blender.org/blender/blender/pulls/105533
2023-03-07 18:02:20 +01:00
Campbell Barton
91346755ce Cleanup: use '#' prefix for issues instead of 'T'
Match the convention from Gitea instead of Phabricator's T for tasks.
2023-02-12 14:56:05 +11:00
Miguel Pozo
efabe81c91 Fix #103903: Bump Node performance regression
Avoid computing the non-derivative height twice.
The height is now computed as part of the main function, while the height at x and y offsets are still computed on a separate function.
The differentials are now computed directly at node_bump.

Co-authored-by: Miguel Pozo <pragma37@gmail.com>
Pull Request #104595
2023-02-10 21:06:53 +01:00
Charlie Jolly
bea5fe6505 Nodes: Add Exclusion color mix mode
Expands Color Mix nodes with new Exclusion mode.

Similar to Difference but produces less contrast.

Requested by Pierre Schiller @3D_director and
@OmarSquircleArt on twitter.

Differential Revision: https://developer.blender.org/D16543
2022-12-16 15:42:41 +00:00
Alexander Gavrilov
f61ff22967 Attribute Node: support accessing attributes of View Layer and Scene.
The attribute node already allows accessing attributes associated
with objects and meshes, which allows changing the behavior of the
same material between different objects or instances. The same idea
can be extended to an even more global level of layers and scenes.

Currently view layers provide an option to replace all materials
with a different one. However, since the same material will be applied
to all objects in the layer, varying the behavior between layers while
preserving distinct materials requires duplicating objects.

Providing access to properties of layers and scenes via the attribute
node enables making materials with built-in switches or settings that
can be controlled globally at the view layer level. This is probably
most useful for complex NPR shading and compositing. Like with objects,
the node can also access built-in scene properties, like render resolution
or FOV of the active camera. Lookup is also attempted in World, similar
to how the Object mode checks the Mesh datablock.

In Cycles this mode is implemented by replacing the attribute node with
the attribute value during sync, allowing constant folding to take the
values into account. This means however that materials that use this
feature have to be re-synced upon any changes to scene, world or camera.

The Eevee version uses a new uniform buffer containing a sorted array
mapping name hashes to values, with binary search lookup. The array
is limited to 512 entries, which is effectively limitless even
considering it is shared by all materials in the scene; it is also
just 16KB of memory so no point trying to optimize further.
The buffer has to be rebuilt when new attributes are detected in a
material, so the draw engine keeps a table of recently seen attribute
names to minimize the chance of extra rebuilds mid-draw.

Differential Revision: https://developer.blender.org/D15941
2022-10-08 16:43:18 +03:00
Campbell Barton
87d737cd79 Cleanup: spelling in code comments 2022-10-06 12:13:00 +11:00
Brecht Van Lommel
af51e4b41c Cleanup: fix source comment/documentation typos
Contributed by luzpaz.

Differential Revision: https://developer.blender.org/D16071
2022-10-03 21:59:31 +02:00
Lukas Stockner
44aaa9893b Eevee: Add support for Nishita sky texture
Sun Disc is currently not supported because it'll need special handling - on the one hand, I'm not sure if Eevee would handle a 1e6 coming out of a background shader without issues, and on the other hand it won't actually cast sharp shadows anyways.
I guess we'd want to internally add a sun to the lamps if Sun Disc is enabled, but getting that right is tricky since the user could e.g. swap RGB channels in the node tree and the lamp wouldn't match that.
Anyways, that can be handled later, the sky itself is already a start.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D13522
2022-09-16 15:10:09 +02:00