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
In some cases comments at the end of control statements were wrapped
onto new lines which made it read as if they applied to the next line
instead of the (now) previous line.
Relocate comments to the previous line or in some cases the end of the
line (before the brace) to avoid confusion.
Note that in quite a few cases these blocks didn't read well
even before MultiLine was used as comments after the brace caused
wrapping across multiple lines in a way that didn't follow
formatting used everywhere else.
There were two issues here preventing the proper display of the IES
files in question.
The primary one was that these lights are actually vertical. Their
profiles actually point upwards from 90deg to 180deg but our parser was
trying hard to adjust it to start at 0deg incorrectly.
Lastly, the files in question ended with the parser in the `eof`
state - they are "missing" the final carriage return that other IES
files tend to have but other viewers don't seem to mind. Change the
`eof` check instead for a better one that will indicate if any parsing
errors occurred along the way.
Pull Request: https://projects.blender.org/blender/blender/pulls/107320
Due to floating point differences between importance sampling and
texture evaluation, disagreeing on whether or not a ray lies within
the sun disc.
* Use the same input values for geographical_to_direction() in
sky_radiance_nishita() and kernel_data.background.sun.
* The mathematical operations in pdf_uniform_cone() were adjusted to
match sky_radiance_nishita().
Pull Request: https://projects.blender.org/blender/blender/pulls/106764
The name #ensure_valid_reflection seems to indicate that the resulted
reflection must be valid, whereas in the reality it only ensure validity
for specular reflections. The new name matches the behavior better.
This function checks if the shading normal would result in an invalid reflection into the lower hemisphere; if it is the case, the function raises the shading normal just enough so that the specular reflection lies above the surface. This is a trick to prevent dark regions at grazing angles caused by normal/bump maps. However, the specular direction is not a good representation for a diffuse material, applying this function sometimes brightens the result too much and causes unexpected results. This patch applies the function to only glossy materials instead.
Pull Request: #105776
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.
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.
- 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
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
Cycles ignores the size of spot lights, therefore the illuminated area doesn't match the gizmo. This patch resolves this discrepancy.
| Before (Cycles) | After (Cycles) | Eevee
|{F14200605}|{F14200595}|{F14200600}|
This is done by scaling the ray direction by the size of the cone. The implementation of `spot_light_attenuation()` in `spot.h` matches `spot_attenuation()` in `lights_lib.glsl`.
**Test file**:
{F14200728}
Differential Revision: https://developer.blender.org/D17129
The background evaluation samples the sky discretely, so if the sun is
too small, it can be missed in the evaluation. To solve this, the sun is
ignored during the background evaluation and its contribution is
computed separately.
This makes it possible to use `texture` and `texture3d` in custom
OSL shaders with a constant image file name as argument on the
GPU, where previously texturing was only possible through Cycles
nodes.
For constant file name arguments, OSL calls
`OSL::RendererServices::get_texture_handle()` with the file name
string to convert it into an opaque handle for use on the GPU.
That is now used to load the respective image file using the Cycles
image manager and generate a SVM handle that can be used on
the GPU. Some care is necessary as the renderer services class is
shared across multiple Cycles instances, whereas the Cycles image
manager is local to each.
Maniphest Tasks: T101222
Differential Revision: https://developer.blender.org/D17032
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.
When rendering in the viewport (or probably on instanced objects, but I didn't
test that), emissive objects whose scale is negative give the wrong value on the
"backfacing" input when multiple sampling is enabled.
The underlying problem was a corner case in how normal transformation is handled,
which is generally a bit messy.
From what I can tell, the pattern appears to be:
- If you first transform vertices to world space and then compute the normal from
them (as triangle light samping, MNEE and light tree do), you need to flip
whenever the transform has negative scale regardless of whether the transform
has been applied
- If you compute the normal in object space and then transform it to world space
(as the regular shader_setup_from_ray path does), you only need to flip if the
transform was already applied and was negative
- If you get the normal from a local intersection result (as bevel and SSS do),
you only need to flip if the transform was already applied and was negative
- If you get the normal from vertex normals, you don't need to do anything since
the host-side code does the flip for you (arguably it'd be more consistent to
do this in the kernel as well, but meh, not worth the potential slowdown)
So, this patch fixes the logic in the triangle emission code.
Also, turns out that the MNEE code had the same problem and was also having
problems in the viewport on negative-scale objects, this is also fixed now.
Differential Revision: https://developer.blender.org/D16952
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
The distinction existed for legacy reasons, to easily port of Embree
intersection code without affecting the main vector types. However we are now
using SIMD for these types as well, so no good reason to keep the distinction.
Also more consistently pass these vector types by value in inline functions.
Previously it was partially changed for functions used by Metal to avoid having
to add address space qualifiers, simple to do it everywhere.
Also removes function declarations for vector math headers, serves no real
purpose.
Differential Revision: https://developer.blender.org/D16146
* 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
The multi-dimensional Sobol pattern required us to carefully use as low
dimensions as possible, as quality goes down in higher dimensions. Now that we
have two sampling patterns that are at least as good, there is no need to keep
it around and the implementation can be simplified.
Differential Revision: https://developer.blender.org/D15788
This patch is a response to T92588 and is implemented
as a Function/Shader node.
This node has support for Float, Vector and Color data types.
For Vector it supports uniform and non-uniform mixing.
For Color it now has the option to remove factor clamping.
It replaces the Mix RGB for Shader and Geometry node trees.
As discussed in T96219, this patch converts existing nodes
in .blend files. The old node is still available in the
Python API but hidden from the menus.
Reviewed By: HooglyBoogly, JacquesLucke, simonthommes, brecht
Maniphest Tasks: T92588
Differential Revision: https://developer.blender.org/D13749
The calculation was revised to address two issues:
* Discontinuities occurring when detail was a non-integer greater than 2.
* Levels of detail in the interval [0,1) repeating the levels of detail in
the interval [1,2).
This fixes Cycles, Eevee and geometry nodes.
Differential Revision: https://developer.blender.org/D15785
* 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
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
Simplifies intersection code a little and slightly improves precision regarding
self intersection.
The parametric texture coordinate in shader nodes is still the same as before
for compatibility.
For transparency, volume and light intersection rays, adjust these distances
rather than the ray start position. This way we increment the start distance
by the smallest possible float increment to avoid self intersections, and be
sure it works as the distance compared to be will be exactly the same as
before, due to the ray start position and direction remaining the same.
Fix T98764, T96537, hair ray tracing precision issues.
Differential Revision: https://developer.blender.org/D15455
The Metal backend now compiles and caches a second set of kernels which are
optimized for scene contents, enabled for Apple Silicon.
The implementation supports doing this both for intersection and shading
kernels. However this is currently only enabled for intersection kernels that
are quick to compile, and already give a good speedup. Enabling this for
shading kernels would be faster still, however this also causes a long wait
times and would need a good user interface to control this.
M1 Max samples per minute (macOS 13.0):
PSO_GENERIC PSO_SPECIALIZED_INTERSECT PSO_SPECIALIZED_SHADE
barbershop_interior 83.4 89.5 93.7
bmw27 1486.1 1671.0 1825.8
classroom 175.2 196.8 206.3
fishy_cat 674.2 704.3 719.3
junkshop 205.4 212.0 257.7
koro 310.1 336.1 342.8
monster 376.7 418.6 424.1
pabellon 273.5 325.4 339.8
sponza 830.6 929.6 1142.4
victor 86.7 96.4 96.3
wdas_cloud 111.8 112.7 183.1
Code contributed by Jason Fielder, Morteza Mostajabodaveh and Michael Jones
Differential Revision: https://developer.blender.org/D14645
This could result in wrong skipping of SVM nodes in the graph. Now make the
logic consistent with the clamping in the OSL implementation and constant
folding.
Thanks to Christophe Hery for finding the problem and providing the fix.
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
* 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.
Regenerate blackbody RGB curve fit to not clamp values, and extend down to
800K since it does now change below 965K.
Note that as before, blackbody is only defined in the range 800K to 12000K
and has a fixed value outside of that. But within that range there should
be no more unnecessary gamut clamping.