Commit Graph

3324 Commits

Author SHA1 Message Date
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
4c6164e292 Cleanup: fix typo in path guiding code 2023-09-08 17:17:12 +02:00
Weizhen Huang
1b7d41eba7 Cleanup: add TODOs in bsdf_microfacet.h 2023-09-08 16:53:26 +02:00
Weizhen Huang
f96b9db610 Cleanup: remove redundant fresnel_dielectric()
We already have two other functions doing very much the same thing.
`bsdf_microfacet_sample()` seems to be the only place where this
function was used; there we always sample visible normals, so the extra
`inside` check is not needed.
2023-09-08 16:53:12 +02:00
Weizhen Huang
21ca47d81f Cleanup: rearrange code in bsdf_microfacet.h for better readability
1. move early-out logic even earlier
2. reduced the scope of some variables
3. return `label` at the end of `bsdf_microfacet_sample()`. Return
`LABEL_NONE` in the invalid case. The previous distinction was
unnecessary because samples with zero contribution are assigned with
`LABEL_NONE` in `integrate_surface_bsdf_bssrdf_bounce()` anyway.
2023-09-08 16:52:59 +02:00
Weizhen Huang
bf82f9442c Cycles: remove defensive sampling in BSDF picking
the motivation was to give closures with low weight a higher pdf to pick
at the first bounce, in case the next interaction has high contribution.
However, there are several issues:

1. this is too much fine-tuned for a specific case, and only works well
when there is a strong contribution after reflection and very little
contribution after the transmission;
2. the logic in `bsdf_microfacet.h` was added when merging reflection
and refraction into a glass closure, since then it doesn't even work
well in the above case when mixed with other closures;
3. The behavior is inconsistent in `bsdf_microfacet_eval()` and
`bsdf_microfacet_sample()`;
4. such cases should be handled by more modern and more general methods
such as path guiding and denoiser;
5. it makes the code flow harder to follow

Delete this trick for now to pick the closures solely based on their
`sample_weight`. Can be added back (with proper fix in
`bsdf_microfacet`) if indeed necessary.
2023-09-08 16:52:42 +02:00
Xavier Hallade
01931e213f Cycles: oneAPI: only export necessary symbols
The API for the kernels library is defined, there is no need to
export more than that. This change only affects linux since hidden
visiblity is the default on Windows.
2023-09-08 15:44:39 +02:00
Campbell Barton
9e41eccc6e Cleanup: spelling in comments 2023-09-08 17:12:29 +10:00
Sergey Sharybin
7e4a51329b Fix shadow linking for Cycles Metal RT
The shadow intersection kernels needs to perform extra checks
to see whether object is really considered a blocker.

Pull Request: https://projects.blender.org/blender/blender/pulls/112012
2023-09-06 15:25:30 +02:00
Weizhen Huang
077022e45f Fix #112003: Principled Huang Hair renders black on horizontal particle hair
Curve normal is not available in legacy particle hair system. Construct
a local coordinate system instead of using a fixed normal direction [1,
0, 0] to avoid black appearance.
2023-09-06 14:18:29 +02:00
Sergey Sharybin
8e49bc4a05 Refactor: Make Cycles shadow linking primitives receive ray self primitives
No functional changes.

Makes it closer to other self-intersection checks, making it easier to
re-use functions from the HW RT kernels.

Pull Request: https://projects.blender.org/blender/blender/pulls/111971
2023-09-06 09:53:29 +02:00
Campbell Barton
1f01a64403 Cleanup: spelling in comments 2023-09-06 14:23:01 +10:00
Weizhen Huang
df26271db4 Fix NaN in Principled Huang Hair sphg_dir()
thanks Christophe Hery for spotting and fixing the issue
2023-09-05 18:03:43 +02:00
Sergey Sharybin
71b4a97cbc Refactor: De-duplicate Metal RT self intersection checks
Use the common BVH utilities header for this.

Added a special type qualifier ccl_ray_data which is defined to ccl_private
for all platforms but Metal. On Metal it is defined to ray_data.

The tricky part is that the BVH utilities are wrapped into the Metal context
class. In some of the BVH functions the context has been already constructed,
but it wasn't done in all the callbacks.

From a quick render tests of the Junkshop benchmark scene there is no render
time difference,

No functional changes are expected.

Pull Request: https://projects.blender.org/blender/blender/pulls/111967
2023-09-05 17:21:49 +02:00
Sergey Sharybin
7365f0b094 Cleanup: Cover .metal files with make format
Pull Request: https://projects.blender.org/blender/blender/pulls/111930
2023-09-05 09:59:47 +02:00
Sergey Sharybin
c59c97c947 Cleanup: Ensure correct order of headers in Metal kernel
Explicitly splint into groups of headers, so that clang-format
does not ruin the required order of headers.
2023-09-05 09:59:41 +02:00
salipourto
359bbf6af2 Fix Cycles HIP RT issues with curves and transparent shadows
Ref #104110

Pull Request: https://projects.blender.org/blender/blender/pulls/111414
2023-09-04 17:55:21 +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
Xavier Hallade
40a39c2976 Cycles: oneAPI: cleanup: drop __spirv_ocl_cos workaround
As __FAST_MATH__ isn't defined anymore since
09df1f4caf, sycl::cos uses the precise
implementation, no need to call __spirv_ocl_cos anymore.
2023-08-31 13:10:29 +02:00
Xavier Hallade
09df1f4caf Fix #111162: Overlay drawing issues due to shared library using fastmath
Cycles oneAPI kernel library was compiled using -ffast-math. The current
version of Clang makes it link to crtfastmath.o in that case, bringing a
static constructor that does set the FTZ/DAZ bits in MXCSR for the whole
program, leading to unwanted behavior with other components.
Instead of -ffast-math, we switch to a safer subset of compile flags.

Pull Request: https://projects.blender.org/blender/blender/pulls/111708
2023-08-31 10:43:27 +02:00
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