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authorBrecht Van Lommel <brecht@blender.org>2021-10-08 20:44:56 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-11 19:22:54 +0300
commita94343a8afcac5d6db09c8461e67ad1ba5a85d35 (patch)
treef56b8e6a956ca87f25b01f94b6f6421636448402 /intern/cycles/blender
parent73a05ff9e83a31be34d32a92cd5fb4d17994e342 (diff)
Cycles: improve SSS Fresnel and retro-reflection in Principled BSDF
For details see the "Extending the Disney BRDF to a BSDF with Integrated Subsurface Scattering" paper. We split the diffuse BSDF into a lambertian and retro-reflection component. The retro-reflection component is always handled as a BSDF, while the lambertian component can be replaced by a BSSRDF. For the BSSRDF case, we compute Fresnel separately at the entry and exit points, which may have different normals. As the scattering radius decreases this converges to the BSDF case. A downside is that this increases noise for subsurface scattering in the Principled BSDF, due to some samples going to the retro-reflection component. However the previous logic (also in 2.93) was simple wrong, using a non-sensical view direction vector at the exit point. We use an importance sampling weight estimate for the retro-reflection to try to better balance samples between the BSDF and BSSRDF. Differential Revision: https://developer.blender.org/D12801
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