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authorL. E. Segovia <leonardo.segovia@cs.uns.edu.ar>2018-07-18 12:14:43 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-07-18 14:59:06 +0300
commit5078b9d2d08a34ae3786100c2301ea960165e7f2 (patch)
tree64d375c93428292fbba4f58c8ab4f097874eeefb /intern/cycles/kernel/svm/svm_closure.h
parent566b319335563888e252b2186c93606ad41ff216 (diff)
Cycles: add Principled Hair BSDF.
This is a physically-based, easy-to-use shader for rendering hair and fur, with controls for melanin, roughness and randomization. Based on the paper "A Practical and Controllable Hair and Fur Model for Production Path Tracing". Implemented by Leonardo E. Segovia and Lukas Stockner, part of Google Summer of Code 2018.
Diffstat (limited to 'intern/cycles/kernel/svm/svm_closure.h')
-rw-r--r--intern/cycles/kernel/svm/svm_closure.h120
1 files changed, 118 insertions, 2 deletions
diff --git a/intern/cycles/kernel/svm/svm_closure.h b/intern/cycles/kernel/svm/svm_closure.h
index 4de9cfb88db..aa253223c93 100644
--- a/intern/cycles/kernel/svm/svm_closure.h
+++ b/intern/cycles/kernel/svm/svm_closure.h
@@ -16,6 +16,21 @@
CCL_NAMESPACE_BEGIN
+/* Hair Melanin */
+
+ccl_device_inline float3 sigma_from_concentration(float eumelanin, float pheomelanin)
+{
+ return eumelanin*make_float3(0.506f, 0.841f, 1.653f) + pheomelanin*make_float3(0.343f, 0.733f, 1.924f);
+}
+
+ccl_device_inline float3 sigma_from_reflectance(float3 color, float azimuthal_roughness)
+{
+ float x = azimuthal_roughness;
+ float roughness_fac = (((((0.245f*x) + 5.574f)*x - 10.73f)*x + 2.532f)*x - 0.215f)*x + 5.969f;
+ float3 sigma = log3(color) / roughness_fac;
+ return sigma * sigma;
+}
+
/* Closure Nodes */
ccl_device void svm_node_glass_setup(ShaderData *sd, MicrofacetBsdf *bsdf, int type, float eta, float roughness, bool refract)
@@ -243,7 +258,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
float3 spec_weight = weight * specular_weight;
MicrofacetBsdf *bsdf = (MicrofacetBsdf*)bsdf_alloc(sd, sizeof(MicrofacetBsdf), spec_weight);
- if(!bsdf){
+ if(!bsdf) {
break;
}
@@ -722,6 +737,107 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
break;
}
#ifdef __HAIR__
+ case CLOSURE_BSDF_HAIR_PRINCIPLED_ID: {
+ uint4 data_node2 = read_node(kg, offset);
+ uint4 data_node3 = read_node(kg, offset);
+ uint4 data_node4 = read_node(kg, offset);
+
+ float3 weight = sd->svm_closure_weight * mix_weight;
+
+ uint offset_ofs, ior_ofs, color_ofs, parametrization;
+ decode_node_uchar4(data_node.y, &offset_ofs, &ior_ofs, &color_ofs, &parametrization);
+ float alpha = stack_load_float_default(stack, offset_ofs, data_node.z);
+ float ior = stack_load_float_default(stack, ior_ofs, data_node.w);
+
+ uint coat_ofs, melanin_ofs, melanin_redness_ofs, absorption_coefficient_ofs;
+ decode_node_uchar4(data_node2.x, &coat_ofs, &melanin_ofs, &melanin_redness_ofs, &absorption_coefficient_ofs);
+
+ uint tint_ofs, random_ofs, random_color_ofs, random_roughness_ofs;
+ decode_node_uchar4(data_node3.x, &tint_ofs, &random_ofs, &random_color_ofs, &random_roughness_ofs);
+
+ const AttributeDescriptor attr_descr_random = find_attribute(kg, sd, data_node4.y);
+ float random = 0.0f;
+ if (attr_descr_random.offset != ATTR_STD_NOT_FOUND) {
+ random = primitive_attribute_float(kg, sd, attr_descr_random, NULL, NULL);
+ }
+ else {
+ random = stack_load_float_default(stack, random_ofs, data_node3.y);
+ }
+
+
+ PrincipledHairBSDF *bsdf = (PrincipledHairBSDF*)bsdf_alloc(sd, sizeof(PrincipledHairBSDF), weight);
+ if(bsdf) {
+ PrincipledHairExtra *extra = (PrincipledHairExtra*)closure_alloc_extra(sd, sizeof(PrincipledHairExtra));
+
+ if (!extra)
+ break;
+
+ /* Random factors range: [-randomization/2, +randomization/2]. */
+ float random_roughness = stack_load_float_default(stack, random_roughness_ofs, data_node3.w);
+ float factor_random_roughness = 1.0f + 2.0f*(random - 0.5f)*random_roughness;
+ float roughness = param1 * factor_random_roughness;
+ float radial_roughness = param2 * factor_random_roughness;
+
+ /* Remap Coat value to [0, 100]% of Roughness. */
+ float coat = stack_load_float_default(stack, coat_ofs, data_node2.y);
+ float m0_roughness = 1.0f - clamp(coat, 0.0f, 1.0f);
+
+ bsdf->N = N;
+ bsdf->v = roughness;
+ bsdf->s = radial_roughness;
+ bsdf->m0_roughness = m0_roughness;
+ bsdf->alpha = alpha;
+ bsdf->eta = ior;
+ bsdf->extra = extra;
+
+ switch(parametrization) {
+ case NODE_PRINCIPLED_HAIR_DIRECT_ABSORPTION: {
+ float3 absorption_coefficient = stack_load_float3(stack, absorption_coefficient_ofs);
+ bsdf->sigma = absorption_coefficient;
+ break;
+ }
+ case NODE_PRINCIPLED_HAIR_PIGMENT_CONCENTRATION: {
+ float melanin = stack_load_float_default(stack, melanin_ofs, data_node2.z);
+ float melanin_redness = stack_load_float_default(stack, melanin_redness_ofs, data_node2.w);
+
+ /* Randomize melanin. */
+ float random_color = stack_load_float_default(stack, random_color_ofs, data_node3.z);
+ random_color = clamp(random_color, 0.0f, 1.0f);
+ float factor_random_color = 1.0f + 2.0f * (random - 0.5f) * random_color;
+ melanin *= factor_random_color;
+
+ /* Map melanin 0..inf from more perceptually linear 0..1. */
+ melanin = -logf(fmaxf(1.0f - melanin, 0.0001f));
+
+ /* Benedikt Bitterli's melanin ratio remapping. */
+ float eumelanin = melanin * (1.0f - melanin_redness);
+ float pheomelanin = melanin * melanin_redness;
+ float3 melanin_sigma = sigma_from_concentration(eumelanin, pheomelanin);
+
+ /* Optional tint. */
+ float3 tint = stack_load_float3(stack, tint_ofs);
+ float3 tint_sigma = sigma_from_reflectance(tint, radial_roughness);
+
+ bsdf->sigma = melanin_sigma + tint_sigma;
+ break;
+ }
+ case NODE_PRINCIPLED_HAIR_REFLECTANCE: {
+ float3 color = stack_load_float3(stack, color_ofs);
+ bsdf->sigma = sigma_from_reflectance(color, radial_roughness);
+ break;
+ }
+ default: {
+ /* Fallback to brownish hair, same as defaults for melanin. */
+ kernel_assert(!"Invalid Principled Hair parametrization!");
+ bsdf->sigma = sigma_from_concentration(0.0f, 0.8054375f);
+ break;
+ }
+ }
+
+ sd->flag |= bsdf_principled_hair_setup(sd, bsdf);
+ }
+ break;
+ }
case CLOSURE_BSDF_HAIR_REFLECTION_ID:
case CLOSURE_BSDF_HAIR_TRANSMISSION_ID: {
float3 weight = sd->svm_closure_weight * mix_weight;
@@ -764,7 +880,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
break;
}
-#endif
+#endif /* __HAIR__ */
#ifdef __SUBSURFACE__
case CLOSURE_BSSRDF_CUBIC_ID: