Commit Graph

108 Commits

Author SHA1 Message Date
Lukas Stockner
17f2cdd104 Cycles: Add thin film iridescence to Principled BSDF
This is an implementation of thin film iridescence in the Principled BSDF based on "A Practical Extension to Microfacet Theory for the Modeling of Varying Iridescence".

There are still several open topics that are left for future work:
- Currently, the thin film only affects dielectric Fresnel, not metallic. Properly specifying thin films on metals requires a proper conductive Fresnel term with complex IOR inputs, any attempt of trying to hack it into the F82 model we currently use for the Principled BSDF is fundamentally flawed. In the future, we'll add a node for proper conductive Fresnel, including thin films.
- The F0/F90 control is not very elegantly implemented right now. It fundamentally works, but enabling thin film while using a Specular Tint causes a jump in appearance since the models integrate it differently. Then again, thin film interference is a physical effect, so of course a non-physical tweak doesn't play nicely with it.
- The white point handling is currently quite crude. In short: The code computes XYZ values of the reflectance spectrum, but we'd need the XYZ values of the product of the reflectance spectrum and the neutral illuminant of the working color space. Currently, this is addressed by just dividing by the XYZ values of the illuminant, but it would be better to do a proper chromatic adaptation transform or to use the proper reference curves for the working space instead of the XYZ curves from the paper.

Pull Request: https://projects.blender.org/blender/blender/pulls/118477
2024-05-02 14:28:44 +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
Weizhen Huang
481b50e06d Cleanup: pass shader flag as parameter instead of ShaderData 2024-04-17 18:49:00 +02:00
Sergey Sharybin
f6bff96ac5 Fix #120119: Area lamp artifacts in Cycles with light trees
This is a regression in 4.1, caused by 36e603c430.

For unbiased MIS weight in light tree, we should use sd->N for
mis_origin_n, since sc->N is not available in NEE.

The change also makes it so we do not sample lights below sd->N even
when bump map correction is disabled. This diverges from the original
idea of giving full control to artists, but ensures the internal math
is happy.

Pull Request: https://projects.blender.org/blender/blender/pulls/120216
2024-04-05 10:11:33 +02:00
Lukas Stockner
b5a9c98e04 Fix #117081: Wrong Roughness when baking Principled BSDF
The pre-4.0 Principled BSDF had a special diffuse BSDF that contained
the roughness value from the node. Since 4.0, the regular Diffuse BSDF is used,
so we need to ignore it when determining the roughness value for baking.
2024-01-23 01:20:12 +01:00
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
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
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
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
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
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
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
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
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
Weizhen Huang
41e49d7ece Refactor: group multiple floats to float2 or float3
Multiple random numbers were passed around separately, making some
argument lists unnecessarily long.
No functional changes expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/108236
2023-05-24 18:56:58 +02:00
Sebastian Herholz
d864b5ce28 Cycles: BSDF ensuring that eval, pdf and label are intialized to zero and None 2023-05-09 15:40:05 +02:00
Lukas Stockner
014f6e4309 Cycles: Make Fresnel term independent of microfacet closure type
Currently, we use the closure type to encode the type of microfacet distribution
(GGX/Beckmann/Sharp/MultiGGX), the lobes we're interested in
(Reflection/Refraction/both) AND the Fresnel type (None or Principled v1).

This results in the mess of dozens of options that we currently have. Since
adding Principled v2 and the MaterialX OSL closures will involve adding more
Fresnel types, this clearly doesn't scale.

But, since the earlier Fresnel rework (D17101), the Fresnel type only matters
in one place now. This allows to significantly clean up the closure type
handling. To do this, MicrofacetBsdfs now separately store their Fresnel type,
and instead of a single MicrofacetExtra we have one struct per Fresnel type
(unless no extra data is needed).

Further, instead of having one _setup() function per combination, the Fresnel
setup is also split into separate functions. This decouples the implementation
of new Fresnel terms from most of the Microfacet logic, and makes it a very
simple and clean operation.
2023-03-05 19:52:07 +01:00
Lukas Stockner
5f9b518a8b Cycles: Use per-microfacet Fresnel term for Glass closures
This commit replaces the current Glass approach, where Glass is a virtual closure
that gets replaced with a Glossy and a Refractive closure, with a combined
closure that handles Fresnel after sampling the microfacet. That way, the Fresnel
term is more accurate since it accounts for the microfacet normal, not the
shading normal.

Also updates the BSDF sampling to use a 3D sampler now, since we need two
dimensions to pick the microfacet normal and then a third dimension to pick
reflection/refraction. This can also be used to get rid of the LCG in the
Principled Hair BSDF, which means we can remove it altogether once MultiGGX is
gone.

Also, "sharp" is now supported as a microfacet distribution in OSL, and 2
is supported as the "refract" argument to microfacet() in order to get glass.
2023-03-05 19:52:07 +01:00
Lukas Stockner
1e449bee21 Cycles: Temporary fix for Principled Hair albedo
The proper fix (bb9eb262d4) caused compilation problems with HIP, so we're
delaying it until 3.6.
To fix the original bug report (#104586), this is a quick workaround that'll
hopefully not upset the compiler.

Pull Request #104723
2023-02-14 12:18:10 +01:00
Lukas Stockner
bb9eb262d4 Revert "Cycles: Clean up the Principled Hair BSDF implementation"
This reverts commit cb77865c21.

Appears to break HIP compilation, so delay until 3.6.
2023-02-13 23:32:53 +01:00
Lukas Stockner
cb77865c21 Cycles: Clean up the Principled Hair BSDF implementation
- Rename roughness variables for more clarity - before, the SVM/OSL code would
  set s and v to the linear roughness values, and the setup function would over-
  write them with the distribution parameters. This actually caused a bug in the
  albedo code, since it intended to use the linear roughness value, but ended up
  getting the remapped value.
- Deduplicate the evaluation and sample functions. Most of their code is the
  same, only the middle part is different.
- Changed albedo computation to return the sum of the intensities of the four
  BSDF lobes. Previously, the code applied the inverse of the color->sigma
  mapping from the paper - this returns the color specified in the node, but
  for very dark hair (e.g. when using the Melanin controls) the result is
  extremely low (e.g. 0.000001) despite the hair still reflecting a significant
  amount of light (since the R lobe is independent of sigma). This causes issues
  with the light component passes, so this change fixes #104586.
- There's quite a few computations at the start of the evaluation function that
  are needed for sampling, evaluation and albedo computation, but only depend on
  the view direction. Therefore, just precompute them - we still have space in
  PrincipledHairExtra after all.
- Fix a tiny bug - the direction sampling code did not account for the R lobe
  roughness modifier.

Pull Request #104669
2023-02-13 22:49:01 +01:00
Campbell Barton
731c3efd97 Cleanup: format 2023-02-06 12:32:45 +11:00
Lukas Stockner
73000c792d Cycles: Reorganize Fresnel handling in Microfacet closures
This is both a cleanup and a preparation for the Principled v2 changes.
Notable changes:
- Clearcoat weight is now folded into the closure weight, there's no reason
  to track this separately.
- There's a general-purpose helper for computing a Closure's albedo, which is
  currently used by the denoising albedo and diffuse/gloss/transmission color
  passes.
- The d/g/t color passes didn't account for closure albedo before, this means
  that e.g. metallic shaders with Principled v2 now have their color texture
  included in the glossy color pass. Also fixes T104041 (sheen albedo).
- Instead of precomputing and storing the albedo during shader setup, compute
  it when needed. This is technically redundant since we still need to compute
  it on shader setup to adjust the sample weight, but the operation is cheap
  enough that freeing up the storage seems worth it.
- Future changes (Principled v2) are easier to integrate since the Fresnel
  handling isn't all over the place anymore.
- Fresnel handling in the Multiscattering GGX code is still ugly, but since
  removing that entirely is the next step, putting effort into cleaning it up
  doesn't seem worth it.
- Apart from the d/g/t color passes, no changes to render results are expected.

Differential Revision: https://developer.blender.org/D17101
2023-02-03 21:03:48 +01:00
Weizhen Huang
b898e00edc Cleanup: remove unused KernelGlobals in microfacet BSDF 2023-01-25 11:26:51 +01:00
Weizhen Huang
543bf28fb1 Refactor: renamed I -> wi, omega_in -> wo in Cycles
wi is the viewing direction, and wo is the illumination direction. Under this notation, BSDF sampling always samples from wi and outputs wo, which is consistent with most of the papers and mitsuba. This order is reversed compared with PBRT, although PBRT also traces from the camera.
2023-01-17 18:07:13 +01:00
Brecht Van Lommel
3d29bbcc38 Fix T103049: Cycles specular light leak regression
The logic here is not ideal but was unintentionally changed in refactoring
for path guiding, now restore it back to 3.3 behavior again.
2022-12-15 21:49:59 +01:00
Patrick Mours
e6b38deb9d Cycles: Add basic support for using OSL with OptiX
This patch  generalizes the OSL support in Cycles to include GPU
device types and adds an implementation for that in the OptiX
device. There are some caveats still, including simplified texturing
due to lack of OIIO on the GPU and a few missing OSL intrinsics.

Note that this is incomplete and missing an update to the OSL
library before being enabled! The implementation is already
committed now to simplify further development.

Maniphest Tasks: T101222

Differential Revision: https://developer.blender.org/D15902
2022-11-09 15:30:21 +01:00
Brecht Van Lommel
6d19da0b2d Cycles: BSDF eval refactor to remove separate reflection/refraction methods
Simplifies code overall to do it inside the eval function, most of the BSDFs
already compute the dot product.

The refactoring in bsdf_principled_hair_eval() was needed to avoid a HIP
compiler bug. Cause is unclear, just changing the implementation enough
is meant to sidestep it.

Ref T92571, D15286
2022-09-27 15:56:28 +02:00
Sebastian Herhoz
bd249eb4f3 Cycles: BSDF changes in preparation of path guiding
* Return roughness and IOR for BSDF sampling
* Add functions to query IOR and label for given BSDF
* Default IOR to 1.0 instead of 0.0 for BSDFs that don't use it
* Ensure pdf >= 0.0 in case of numerical precision issues

Ref T92571, D15286
2022-09-27 15:47:03 +02:00
Patrick Mours
a45c36efae Cycles: Make OSL implementation independent from SVM
Cleans up the file structure to be more similar to that of the SVM
and also makes it possible to build kernels with OSL support, but
without having to include SVM support.

This patch was split from D15902.

Differential Revision: https://developer.blender.org/D15949
2022-09-13 10:59:28 +02:00
Brecht Van Lommel
b865339833 Cleanup: remove some unnecessary kernel feature defines
That are either unused or aren't useful for testing anymore without a
megakernel.
2022-09-02 17:13:28 +02:00
Brecht Van Lommel
e949d6da5b Cycles: simplify handling of ray differentials
* Store compact ray differentials in ShaderData and compute full differentials
  on demand. This reduces register pressure on the GPU.
* Remove BSDF differential code that was effectively doing nothing as the
  differential orientation was discarded when making it compact.

This gives a 1-5% speedup with RTX A6000 + OptiX in our benchmarks, with the
bigger speedups in simpler scenes.

Renders appear to be identical except for the Both displacement option that
does both displacement and bump.

Differential Revision: https://developer.blender.org/D15677
2022-08-15 13:48:02 +02:00
Andrii Symkin
d832d993c5 Cycles: add new Spectrum and PackedSpectrum types
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
2022-08-09 16:49:34 +02:00
Andrii Symkin
c2a2f3553a Cycles: unify math functions names
This patch unifies the names of math functions for different data types and uses
overloading instead. The goal is to make it possible to swap out all the float3
variables containing RGB data with something else, with as few as possible
changes to the code. It's a requirement for future spectral rendering patches.

Differential Revision: https://developer.blender.org/D15276
2022-06-23 15:02:53 +02:00
Brecht Van Lommel
ff1883307f Cleanup: renaming and consistency for kernel data
* 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.
2022-06-20 12:30:48 +02:00
Sebastian Herholz
fbc884d2a8 Ensure BSDF evals and pdfs are zero on invalid samples
Currently, the `eval` and `pdf` are not explicitly set to zero when a BSDF sample is invalid (e.g., below the upper hemisphere), when calling
`bsdf_sample` or `bsdf_eval`. It is assumed that `eval` and `pdf` are set to zero before these functions are called, which can cause problems if not.

This patch fixes this potential problem by explicitly setting `eval` and `pdf` to zero when the sampled direction is invalid.

I also added a sanity check if `eval` and `pdf` are valid (i.e., >= 0.f).
The check is activated when build in debug mode and with the `WITH_CYCLES_DEBUG` set to `ON`.

Reviewed By: brecht, sergey

Differential Revision: https://developer.blender.org/D14776
2022-04-28 18:14:06 +02:00
Brecht Van Lommel
9cfc7967dd Cycles: use SPDX license headers
* 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
2022-02-11 17:47:34 +01:00
Brecht Van Lommel
e2e7f7ea52 Fix Cycles OptiX crash with 3D curves after point cloud changes
Includes refactoring to reduce the number of bits taken by primitive types,
so they more easily fit in the OptiX limit.
2021-12-20 14:14:43 +01:00
Brecht Van Lommel
e2b736aa40 Fix part of T93278: transparent glass option not working with environment pass 2021-11-22 20:58:09 +01:00