Commit Graph

81 Commits

Author SHA1 Message Date
Lukas Stockner
11ae08157e Revert Cycles SVM state cleanup due to Mac ARM test timeout
Not sure what is happening here, needs to be checked by someone on Mac.
Let's revert for now, it's not like this is a critical change.

Pull Request: https://projects.blender.org/blender/blender/pulls/110443
2024-10-08 00:33:56 +02:00
Lukas Stockner
0a4877264d Cycles: Cleanup: Move SVM execution state into a helper struct
This packs the SVM stack, current node offset and closure weight into one struct, and just passes that to each SVM node implementation.

This way we don't have to pass the offset back and forth all over the place, and adding additional state (e.g. for layering in the future) becomes easier.

Pull Request: https://projects.blender.org/blender/blender/pulls/110443
2024-10-07 19:09:52 +02:00
Alaska
0709743c0c Fix: Cycles: Rendering of the Principled BSDF when using adaptive kernel compilation
Fixes a issue where the Principled BSDF would render incorrectly if
`__SUBSURFACE__` is off. Which is common when using adaptive kernel
compilation (a unsupported Cycles feature).

Pull Request: https://projects.blender.org/blender/blender/pulls/128003
2024-10-04 12:39:03 +02:00
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
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
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
Weizhen Huang
e49fda3ff8 Merge branch 'blender-v4.2-release' 2024-06-25 18:50:54 +02:00
Weizhen Huang
02e6985c62 Fix #94323: Cycles blocky artifacts in overlapping volumes due to scale difference
when computing coefficients in volume, the volume density of the object
at the top of the stack is used, which leads to wrong result if
overlapping volumes have different scales.
This commit fixes the problem by pre-multiplying the volume density per
object when evaluating the shader.

Pull Request: https://projects.blender.org/blender/blender/pulls/123733
2024-06-25 18:49:26 +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
Brecht Van Lommel
d72c4f0096 Fix: Cycles build issues when disabling various kernel features 2024-06-13 19:41:19 +02:00
David Murmann
aa70c687e4 Fix: Ray Portal BSDF unconnected direction wrong for OSL
Pull Request: https://projects.blender.org/blender/blender/pulls/121348
2024-05-02 19:35:02 +02:00
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
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
Alaska
03cb588529 Refactor: Cycles: Replace fixed Tangent input with custom input
This replaces the fixed Tangent input in BsdfNode::compile
with a custom input.

This is done because very few nodes actually use the tangent input
and it would be better to have this slot available for other inputs
on different nodes in the future.

Pull Request: https://projects.blender.org/blender/blender/pulls/119042
2024-04-26 15:25:14 +02:00
Weizhen Huang
a3f0ff6184 Cycles: make Principled Hair Huang a near- and far-field model
for a camera ray, compute the actual range of the hair width that the
current pixel covers, and only integrate that subset, to prevent a
ribbon-like appearance in close-up looks.
When the hair covers less than one pixel on the screen or when the ray
is not camera ray, the model works the same as before.

Pull Request: https://projects.blender.org/blender/blender/pulls/116094
2024-02-22 18:18:14 +01:00
Alaska
58b9240c82 Cycles: Separate the caustics controls for Generalized Schlick
This allows users to turn off reflective and refractive caustics
separately from each other when using the Generalized Schlick material.

This will impact the Principled BSDF and Glass BSDF, along with some
custom OSL scripts.

Pull Request: https://projects.blender.org/blender/blender/pulls/117617
2024-01-30 10:31:32 +01:00
Alaska
e6a3d46fe5 Cycles: Improve handling of Principled BSDF Caustics settings
Improve the handling of Principled BSDF Caustics from Metallic
and Transmissive components, improving consistency between SVM and OSL,
and offering more predictable results.

Pull Request: https://projects.blender.org/blender/blender/pulls/115081
2024-01-29 00:37:12 +01:00
Alaska
9b3699db67 Fix: Cycles invalid normals in various situations
Fix issues related to NaN normals in some situations by trying
to detect when these cases might occur and just reverting back
to default normals.

As a side effect of these changes, OSL now behaves correctly
when given a non-normalized normal.

Pull Request: https://projects.blender.org/blender/blender/pulls/114960
2024-01-02 16:24:04 +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
Campbell Barton
49218f531a Cleanup: format 2023-10-20 14:20:45 +11:00
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
Lukas Stockner
c71e18054c Fix: Cycles: Non-physical layering weights can lead to negative closures 2023-10-19 13:13:48 +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
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
Lukas Stockner
d071e0a5fc Fix #113058: Cycles: Bump mapping causing dark edges with subsurface
The refractive entry bounce does not like being below the shading normal,
so use the existing clamping logic.
2023-10-04 13:28:20 +02:00
Brecht Van Lommel
2f3e3cda51 Fix #113034: Cycles sheen breaks with low roughness
Also minor optimization to replace division by multiplication.
2023-10-03 20:30:40 +02:00
Alaska
f9dce92767 Fix Cycles missing specular tint for transmissive Principled BSDF
Pull Request: https://projects.blender.org/blender/blender/pulls/112894
2023-09-27 17:44:49 +02:00
Xavier Hallade
729e86d5a3 Cycles: oneAPI: fix perf regression by inlining svm_node_closure_bsdf
158dbc1b10 introduced a ~9% performance
regression on Intel GPUs, which we recover through this targeted change.

Pull Request: https://projects.blender.org/blender/blender/pulls/112878
2023-09-26 10:53:39 +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
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
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
1b92284f86 Cycles: Pack Chiang Hair local coordinates into BSDF normal field
This has two main advantages: First, it allows to get rid of the extra closure
since the remaining float can just be moved to the main closure allocation.
Second, previously sd->N was completely unused and therefore unintialized,
which ended up causing issues for the Normal render pass.
2023-09-16 03:29:46 +02:00
Lukas Stockner
e6296acdba Cycles: Only compute Coat Normal if needed 2023-09-13 03:16:43 +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
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