Age | Commit message (Collapse) | Author |
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implicit double to float conversion).
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Also reduce number of branching and multiplications a bit by inlining the branches.
This gives an unmeasurable speedup, which is in case of BMW is about 2% here.
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Was hooked up last year for testing purposes, as we already had some code for it, but the closure itself is not really good nor really useful, so let's remove it.
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This functions are orders of magnitude more accurate than the old ones,
and they're around the same complexity to compute.
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This adds a fresnel conductive OSL preset to the Text Editor. Based on a patch by Lukas Stockner.
Differential revision: https://developer.blender.org/D145
See the differential for details.
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That was only needed in the beginning, when we did not had support for tangents. It's time to clean some of the defines up, it's getting a bit too much.
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blackouts
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It turns out that the new Beckmann sampling function doesn't work well with
Quasi Monte Carlo sampling, mainly near normal incidence where it can be worse
than the previous sampler. In the new sampler the random number pattern gets
split in two, warped and overlapped, which hurts the stratification, see the
visualization in the differential revision.
Now we use a precomputed table, which is much better behaved. GGX does not seem
to benefit from using a precomputed table.
Disadvantage is that this table adds 1MB of memory usage and 0.03s startup time
to every render (on my quad core CPU).
Differential Revision: https://developer.blender.org/D614
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* Anisotropic BSDF now supports GGX and Beckmann distributions, Ward has been
removed because other distributions are superior.
* GGX is now the default distribution for all glossy and anisotropic nodes,
since it looks good, has low noise and is fast to evaluate.
* Ashikhmin-Shirley is now available in the Glossy BSDF.
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Based on:
Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs
E. Heitz, Research Report 2014
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* Ashikhmin-Shirley anisotropic BSDF was added as closure
* Anisotropic BSDF node now has two distributions
Reviewers: brecht, dingto
Differential Revision: https://developer.blender.org/D549
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Samples render slower than before, but hopefully this is made up for with
reduced noise in most cases. The main slowdown comes from samples that would
previously be wasted and turn out black, which are now continued.
GGX sampling is about the same speed as before, while for Beckmann it is slower
still. Perhaps optimizations are still possible there, but didn't find anything
easy.
Code from this paper, which comes with sample code:
Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals.
E. Heitz and E. d'Eon, EGSR 2014
Differential Revision: https://developer.blender.org/D572
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Z, Index, normal, UV and vector passes are only affected by surfaces with alpha
transparency equal to or higher than this threshold. With value 0.0 the first
surface hit will always write to these passes, regardless of transparency. With
higher values surfaces that are mostly transparent can be skipped until an opaque
surface is encountered.
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This is done by adding a Volume Scatter node. In many cases you will want to
add together a Volume Absorption and Volume Scatter node with the same color
and density to get the expected results.
This should work with branched path tracing, mixing closures, overlapping
volumes, etc. However there's still various optimizations needed for sampling.
The main missing thing from the volume branch is the equiangular sampling for
homogeneous volumes.
The heterogeneous scattering code was arranged such that we can use a single
stratified random number for distance sampling, which gives less noise than
pseudo random numbers for each step. For volumes where the color is textured
there still seems to be something off, needs to be investigated.
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This is done using the existing Emission node and closure (we may add a volume
emission node, not clear yet if it will be needed).
Volume emission only supports indirect light sampling which means it's not very
efficient to make small or far away bright light sources. Using direct light
sampling and MIS would be tricky and probably won't be added anytime soon. Other
renderers don't support this either as far as I know, lamps and ray visibility
tricks may be used instead.
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* Henyey-Greenstein scattering closure implementation.
* Rename transparent to absorption node and isotropic to scatter node.
* Volume density is folded into the closure weights.
* OSL support for volume closures and nodes.
* This commit has no user visible changes, there is no volume render code yet.
This is work by "storm", Stuart Broadfoot, Thomas Dinges and myself.
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These were removed in new OSL versions. We only used these as base classes,
not using them at all simplifies the code a bit.
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This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values
are reserved for compilers. I apologize to anyone who has patches or branches
and has to go through the pain of merging this change, it may be easiest to do
these same replacements in your code and then apply/merge the patch.
Ref T37477.
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to the scene in cycles.
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A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift.
Llimitations include:
-No glint or fresnel adjustments.
-The 'offset' is un-used when triangle primitives are used.
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give a result more similar to the Compatible falloff option. The scale is x2
though to keep the perceived scatter radius roughly the same while changing the
sharpness. Difference with compatible will be mainly on non-flat geometry.
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the Cubic falloff, see here for details.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering
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More information in this post:
http://code.blender.org/
Thanks to all contributes for giving their permission!
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New features:
* Bump mapping now works with SSS
* Texture Blur factor for SSS, see the documentation for details:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering
Work in progress for feedback:
Initial implementation of the "BSSRDF Importance Sampling" paper, which uses
a different importance sampling method. It gives better quality results in
many ways, with the availability of both Cubic and Gaussian falloff functions,
but also tends to be more noisy when using the progressive integrator and does
not give great results with some geometry. It works quite well for the
non-progressive integrator and is often less noisy there.
This code may still change a lot, so unless you're testing it may be best to
stick to the Compatible falloff function.
Skin test render and file that takes advantage of the gaussian falloff:
http://www.pasteall.org/pic/show.php?id=57661
http://www.pasteall.org/pic/show.php?id=57662
http://www.pasteall.org/blend/23501
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* Render Passes are now available for Subsurface Scattering (Direct, Indirect and Color pass).
This is part of my GSoC project, SVN merge of r58587, r58828 and r58835.
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* Fix crash with negative values in Phong Ramp, and add some checks to survive INF and NAN values.
Patch by Brecht and myself.
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* Use float_to_int() functions in a few more places.
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conversion.
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* Avoid redundant assignment and use correct Normal for Ray Differentials.
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* Rename fresnel_dielectric() to fresnel_dielectric_cos() to match SVM, easier when searching code.
* Also remove an old code comment in bsdf_reflection.h from Cycles branch days.
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* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering.
* There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon
Example render & blend file:
http://www.pasteall.org/pic/show.php?id=51970
http://www.pasteall.org/blend/21579
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* Re-use already defined Westin closure class.
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* Added Westin Sheen and Westin Backscatter closures for testing, useful for Cloth like effects.
Only available via OSL, added an example OSL shader to the Templates (Text Editor).
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* Avoid one max() call for the bssrdf radius, the if condition already checks for values < BSSRDF_MIN_RADIUS.
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