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2017-05-31Improve backscatter color of subsurface scattering in Principled BSDFPascal Schoen
Differential Revision: https://developer.blender.org/D2685
2017-05-18Fix T51408: Cycles - Principled BSDF Shader - Transparency is not working as ↵Pascal Schoen
expected Renamed the "Transparency" input of the Principled BSDF to "Transmission" and "Refraction Roughness" to "Transmission Roughness".
2017-04-18Cleanup: missing headersCampbell Barton
2017-04-18Squashed commit of the following:Pascal Schoen
commit 90778901c9ea1e16d5907981e91bceba25ff207d Merge: 76eebd9 3bf0026 Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Mon Apr 3 07:52:05 2017 +0200 Merge branch 'master' into cycles_disney_brdf commit 76eebd9379a5dad519ff01cf215fbe3db6de931e Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Thu Mar 30 15:34:20 2017 +0200 Updated copyright for the new files. commit 013f4a152a3898946ba5c616141c6e44d928ccfd Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Thu Mar 30 15:32:55 2017 +0200 Switched from multiplication of base and subsurface color to blending between them using the subsurface parameter. commit 482ec5d1f20ceabc9cbda4838d4ae37d1d673458 Author: Schoen <schoepas@deher1m1598.emea.adsint.biz> Date: Mon Mar 13 15:47:12 2017 +0100 Fixed a bug that caused an additional white diffuse closure call when using path tracing. commit 26e906d162a6a8d67f2ebc8880993fcbab69559e Merge: 0593b8c 223aff9 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Feb 6 11:32:31 2017 +0100 Merge branch 'master' into cycles_disney_brdf commit 0593b8c51bf7db0ed5ca92ed6f68d0d984dad0dd Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Feb 6 11:30:36 2017 +0100 Fixed the broken GLSL shader and implemented the Disney BRDF in the real-time view port. commit 8c7e11423be640dc44b1807912058480710e51f4 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Feb 3 14:24:05 2017 +0100 Fix to comply strict compiler flags and some code cleanup commit 17724e9d2dbffb1aaa61401224ecbf2349c1dac3 Merge: 379ba34 520afa2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jan 24 09:59:58 2017 +0100 Merge branch 'master' into cycles_disney_brdf commit 379ba346b0acd1ea779365b940fcd01f5ba1165f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jan 24 09:28:56 2017 +0100 Renamed the Disney BSDF to Principled BSDF. commit f80dcb4f34f1dc41841ced5965787fc26ace22a2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Dec 2 13:55:12 2016 +0100 Removed reflection call when roughness is low because of artifacts. commit 732db8a57f6d4e5d6f44bbad176c15fd55377f0a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Nov 16 09:22:25 2016 +0100 Indication if to use fresnel is now handled via the type of the BSDF. commit 0103659f5e705b314cde98b0e4a01c14c55acd5e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Nov 11 13:04:11 2016 +0100 Fixed an error in the clearcoat where it appeared too bright for default light sources (like directional lights) commit 0aa68f533529c9fd197a3ab0427f9e41a15456b9 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Nov 7 12:04:38 2016 +0100 Resolved inconsistencies in using tabs and spaces commit f5897a9494e352de274b99e7bee971336c0dc386 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Nov 7 08:13:41 2016 +0100 Improved the clearcoat part by using GTR1 instead of GTR2 commit 3dfc240e61b3d4d0e7c476989792e4ada869ce91 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 31 11:31:36 2016 +0100 Use reflection BSDF for glossy reflections when roughness is 0.0 to reduce computational expense and some code cleanup Code cleanup includes: - Code style cleanup and removed unused code - Consolidated code in the bsdf_microfacet_multi_impl.h to reduce some computational expense commit a2dd0c5fafdabe1573299170fb3be98a3e46d17a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Oct 26 08:51:10 2016 +0200 Fixed glossy reflections and refractions for low roughness values and cleaned up the code. For low roughness values, the reflections had some strange behavior. commit 981737591231a1a5a1c85950950580b65d029505 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Oct 25 12:37:40 2016 +0200 Removed default values in setup functions and added extra functions for GGX with fresnel. commit bbc5d9d4527346a74155cf17be21fb02ee3e0779 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Oct 25 11:09:36 2016 +0200 Switched from uniform to cosine hemisphere sampling for the diffuse and the sheen part. commit d52d8f2813d64363713f11160a6c725d4cafbcfa Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 16:17:13 2016 +0200 Removed the color parameters from the diffuse and sheen shader and use them as closure weights instead. commit 8f3d92738532ad867a0a3543c00393626ab8f6ec Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 09:57:06 2016 +0200 Fixed the issue with artifacts when using anisotropy without linking the tangent input to a tangent node. commit d93f680db9acaaade0354b34857a3ccaf348557f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 09:14:51 2016 +0200 Added subsurface radius parameter to control the per color channel effection radius of the subsurface scattering. commit c708c3e53b323773fc852bdc239bc51e157dcaef Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Oct 24 08:14:10 2016 +0200 Rearranged the inputs of the shader. commit dfbfff9c389074d3e5c1f49dd38a95e9b317eb1f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 09:27:05 2016 +0200 Put spaces in the parameter names of the shader node commit e5a748ced17c8f59e5e73309096adeea3ba95e04 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 08:51:20 2016 +0200 Removed code that isn't in use anymore commit 75992bebc128c8b44cab4f0d8855603787f57260 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Oct 21 08:50:07 2016 +0200 Code style cleanup commit 4dfcf455f7769752044e051b399fb6a5dfcd0e22 Merge: 243a0e3 2cd6a89 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Oct 20 10:41:50 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 243a0e3eb80ef82704d5ea2657384c3a4b9fb497 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Oct 20 10:01:45 2016 +0200 Switching between OSL and SVM is more consistant now when using Disney BSDF. There were some minor differences in the OSL implementation, e.g. the refraction roughness was missing. commit 2a5ac509223c838285a00c4c12775567666e7154 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 09:17:57 2016 +0200 Fixed a bug that caused transparency to be always white when using OSL and selecting GGX as distribution of the Disney BSDF commit e1fa8623915407cea942a07fd0a106b04e113c09 Merge: d0530a8 7f76f6f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:59:32 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit d0530a8af0e076c0aca4c9a61b0a64cada45ac4d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:53:18 2016 +0200 Cleanup the Disney BSDF implementation and removing unneeded files. commit 3f4fc826bd9c1f47c694c0f6b2947daf5b524b1a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 27 08:36:07 2016 +0200 Unified the OSL implementation of the Disney clearcoat as a simple microfacet shader like it was previously done in SVM commit 4d3a0032ecea99031979f342bfd5f66ea5a8625a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Sep 26 12:35:36 2016 +0200 Enhanced performance for Disney materials without subsurface scattering commit 3cd5eb56cf5c9006837f111c8866e4c6e1c2a6fd Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 16 08:47:56 2016 +0200 Fixed a bug in the Disney BSDF that caused specular reflections to be too bright and diffuse is now reacting to the roughness again - A normalization for the fresnel was missing which caused the specular reflections to become too bright for the single-scatter GGX - The roughness value for the diffuse BSSRDF part has always been overwritten and thus always 0 - Also the performance for refractive materials with roughness=0.0 has been improved commit 7cb37d711938e5626651db21f20da50edd96abaf Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Thu Sep 8 12:24:43 2016 +0200 Added selection field to the Disney BSDF node for switching between "Multiscatter GGX" and "GGX" In the "GGX" mode there is an additional parameter for changing the refraction roughness for materials with smooth surfaces and rough interns (e.g. honey). With the "Multiscatter GGX" this effect can't be produced at the moment and so here will be no separation of the two roughness values. commit cdd29d06bb86672ed0779eefb8eee95796b8f939 Merge: 02c315a b40d1c1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 6 15:59:05 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 02c315aeb0f0d7bb429d4396912e03dbb8a77340 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Sep 6 15:16:09 2016 +0200 Implemented the OSL part of the Disney shader commit 5f880293aeeacf269032824248b46d613691a36c Merge: 630b80e b399a6d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 2 10:53:36 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit 630b80e08b6acf83834bc95264af4ccdbbc5f82c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Sep 2 10:52:13 2016 +0200 Fresnel in the microfacet multiscatter implementation improved commit 0d9f4d7acb2de65d1c98d425cea4bf364795c155 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Aug 26 11:11:05 2016 +0200 Fixed refraction roughness problem (refractions were always 100% rough) and set IOR of clearcoat to 1.5 commit 9eed34c7d980e1b998df457c4f76021162c80f78 Merge: ef29aae ae475e3 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Aug 16 15:22:32 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit ef29aaee1af8074e0228c480d962700e97ea5b36 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Aug 16 15:17:12 2016 +0200 Implemented the fresnel in the multi-scatter GGX for the Disney BSDF - The specular/metallic part uses the multi-scatter GGX - The fresnel of the metallic part is controlled by the specular value - The color of the reflection part when using transparency can be controlled by the specularTint value commit 88567af085ac94119b98c95246b6d6f63161bc01 Merge: cc267e5 285e082 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 15:05:09 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit cc267e52f20d036a66aeeff127ee1c856f7c651b Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 15:00:25 2016 +0200 Implemented the Disney clearcoat as a variation of the microfacet bsdf, removed the transparency roughness again and added an input for anisotropic rotations commit 81f6c06b1f53180bf32a5c11ac1fa64e2b6abf52 Merge: ece5a08 7065022 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Aug 3 11:42:02 2016 +0200 Merge branch 'master' into cycles_disney_brdf commit ece5a08e0d6e51a83c223ea87346134216e5b34e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 16:29:21 2016 +0200 Base color now applied again to the refraction of transparent Disney materials commit e3aff6849e06853c56da7bd610210dcab70e6070 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 16:05:19 2016 +0200 Added subsurface color parameter to the Disney shader commit b3ca6d8a2f4f866b323fc2df0a3beff577218c27 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 12:30:25 2016 +0200 Improvement of the SSS in the Disney shader * Now the bump normal is correctly used for the SSS. * SSS in Disney uses the Disney diffuse shader commit d68729300ee557e90a8e7e4be6eb8ef98db80fe2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jul 26 12:23:13 2016 +0200 Better calculation of the Disney diffuse part Now the values for NdotL und NdotV are clamped to 0.0f for a better look when using normal maps commit cb6e500b12e7bce884d3db19ee138c975c215f2d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:26:42 2016 +0200 Now one can disable specular reflactions again by setting specular and metallic to 0 (cracked this in the previous commit) commit bfb9cb11b548103369de2a46ce18b4ddf661362c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:11:07 2016 +0200 fixed the Disney SSS and cleaned the initialization of the Disney shaders commit 642c0fdad12548c1a2ccbf595bae3a995d3022f7 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Jul 25 16:09:55 2016 +0200 fixed an error that was caused by the missing LABEL_REFLECT in the Disney diffuse shader commit c10b484dcad3412c34455736e9656cd38716bcb0 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Fri Jul 22 01:15:21 2016 +0200 Rollback attempt to fix sss crashing, it prevented crash by disabling sss completely, thus useless commit 462bba3f97fcc41834e0e20cc806a7958e5106f5 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Thu Jul 21 23:11:59 2016 +0200 Add an undef for sc_next for safety commit 32d348577d69be251aa04110c5f6156cd2645f48 Author: Jens Verwiebe <info@jensverwiebe.de> Date: Thu Jul 21 00:15:48 2016 +0200 Attempt to fix Disney SSS commit dbad91ca6d46f5a4a6f2ba7ed4c811ffa723942f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed Jul 20 11:13:00 2016 +0200 Added a roughness parameter for refractions (for scattering of the rays within an object) With this, one can create a translucent material with a smooth surface and with a milky look. The final refraction roughness has to be calculated using the surface roughness and the refraction roughness because those two are correlated for refractions. If a ray hits a rough surface of a translucent material, it is scattered while entering the surface. Then it is scattered further within the object. The calculation I'm using is the following: RefrRoughnessFinal = 1.0 - (1.0 - Roughness) * (1.0 - RefrRoughness) commit 50ea5e3e34394a727e3cceb6203adb48834a9ab7 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue Jun 7 10:24:50 2016 +0200 Disney BSDF is now supporting CUDA commit 10974cc826a4bfa8fb3ef59177abf0b0dc441065 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 31 11:18:07 2016 +0200 Added parameters IOR and Transparency for refractions With this, the Disney BRDF/BSSRDF is extended by the BTDF part. commit 218202c0905a4ec93ee19850360d1a39966d2c25 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 15:08:18 2016 +0200 Added an additional normal for the clearcoat With this normal one can simulate a thin layer of clearcoat by applying a smoother normal map than the original to this input commit dd139ead7e04aa87a894ccf3732cfce711258ff1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 12:40:56 2016 +0200 Switched to the improved subsurface scattering from Christensen and Burley commit 11160fa4e1c32230119d4506e7e9fd3da2ab37f2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 10:16:30 2016 +0200 Added Disney Sheen shader as a preparation to get to a BSSRDF commit cee4fe0cc94515ee60d4afa4d4e10c41003f1579 Merge: 4f955d0 6b5bab6 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon May 30 09:08:09 2016 +0200 Merge branch 'cycles_disney_brdf' of git.blender.org:blender into cycles_disney_brdf Conflicts: intern/cycles/kernel/closure/bsdf_disney_clearcoat.h intern/cycles/kernel/closure/bsdf_disney_diffuse.h intern/cycles/kernel/closure/bsdf_disney_specular.h intern/cycles/kernel/closure/bsdf_util.h intern/cycles/kernel/osl/CMakeLists.txt intern/cycles/kernel/osl/bsdf_disney_clearcoat.cpp intern/cycles/kernel/osl/bsdf_disney_diffuse.cpp intern/cycles/kernel/osl/bsdf_disney_specular.cpp intern/cycles/kernel/osl/osl_closures.h intern/cycles/kernel/shaders/node_disney_bsdf.osl intern/cycles/render/nodes.cpp intern/cycles/render/nodes.h commit 4f955d052358206209454decf2c3539e6a21b42f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 24 16:38:23 2016 +0200 SVM and OSL are both working for the simple version of the Disney BRDF commit 1f5c41874b01ad297eb8a6bad9985296c6c0a6e1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 24 09:58:50 2016 +0200 Disney node can be used without SVM and started to cleanup the OSL implementation There is still some wrong behavior for SVM for the Schlick Fresnel part at the specular and clearcoat commit d4b814e9304ebb44cc7c291cd83f7b7cdebcd152 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:22:29 2016 +0200 Switched from a parameter struct for Disney parameters to ShaderClosure params commit b86a1f5ba5019c7818153cb70b49f5f7a0bc52a0 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:19:57 2016 +0200 Added additional variables for storing parameters in the ShaderClosure struct commit 585b88623695fa07dfca9c9909d6d9184c3519c8 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 12:03:17 2016 +0200 added output parameter to the DisneyBsdfNode That has been forgotten after removing the inheritance of BsdfNode commit f91a28639884cbda7804715b910d64abba0718ef Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 10:40:48 2016 +0200 removed BsdfNode class inheritance for DisneyBsdfNode That's due to a naming difference. The Disney BSDF uses the name 'Base Color' while the BsdfNode had a 'Color' input. That caused a text message to be printed while rendering. commit 30da91c9c51d8cbc6a7564c7aaa61c9efe2ab654 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 16:08:10 2016 +0200 disney implementation cleaned commit 30d41da0f0352fad29375a395ffcb9cb7891eeb1 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 13:23:07 2016 +0200 added the disney brdf as a shader node commit 1f099fce249cb35e949cc629f7cca2167fca881a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 3 16:54:49 2016 +0200 added clearcoat implementation commit 00a1378b98e435e9cdbfbac86eb974c19b2a8151 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Apr 29 22:56:49 2016 +0200 disney diffuse und specular implemented commit 6baa7a7eb787638661cddad0c4e7f78bd3a8fa5c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 15:21:32 2016 +0200 disney diffuse is working correctly commit d8fa169bf3caf71c40a124101b33dee6c510188e Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 08:41:53 2016 +0200 added vessel for disney diffuse shader commit 6b5bab6cecde153122625cf8dc10e4209ed1eb0f Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:22:29 2016 +0200 Switched from a parameter struct for Disney parameters to ShaderClosure params commit f6499c2676e074a36033627ffc7540107777630d Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 18 10:19:57 2016 +0200 Added additional variables for storing parameters in the ShaderClosure struct commit 7100640b65c2ff5447a18c01fc4e93594b4f486a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 12:03:17 2016 +0200 added output parameter to the DisneyBsdfNode That has been forgotten after removing the inheritance of BsdfNode commit 419ee5441100a906b4b3fd8373cb768a71bfdfe6 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 17 10:40:48 2016 +0200 removed BsdfNode class inheritance for DisneyBsdfNode That's due to a naming difference. The Disney BSDF uses the name 'Base Color' while the BsdfNode had a 'Color' input. That caused a text message to be printed while rendering. commit 6006f91e8730f78df5874f808690d3908db103ab Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 16:08:10 2016 +0200 disney implementation cleaned commit 0ed08959141fc7c5f8c6e37c6552ecb9fcc5749c Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Wed May 4 13:23:07 2016 +0200 added the disney brdf as a shader node commit 0630b742d71c658915575a4a71a325094a0fc313 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Tue May 3 16:54:49 2016 +0200 added clearcoat implementation commit 9f3d39744b85619750c79c901f678b8c07fe0ee2 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Fri Apr 29 22:56:49 2016 +0200 disney diffuse und specular implemented commit 9b262063767d6b05a617891c967d887d21bfb177 Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 15:21:32 2016 +0200 disney diffuse is working correctly commit 4711a3927dfcadaa1c36de0ba78fc304fac1dc8a Author: Pascal Schoen <pascal_schoen@gmx.net> Date: Mon Apr 18 08:41:53 2016 +0200 added vessel for disney diffuse shader Differential Revision: https://developer.blender.org/D2313
2017-01-19Cycles: Expose diffuse and glossy depth to Light Path nodeSergey Sharybin
Was a bit confusing to have transparent and translucent depth exposed but no diffuse or glossy. Reviewers: brecht Subscribers: eyecandy Differential Revision: https://developer.blender.org/D2399
2016-10-30Cycles: Add smoothing option to the Brick TextureLukas Stockner
This option allows to create a smoother transition between Bricks and Mortar - 0 applies no smoothing, and 1 smooths across the whole mortar width. Mainly useful for displacement textures. The new default value for the smoothing option is 0.1 to give some smoothing that helps with antialiasing, but existing nodes are loaded with smoothing 0 to preserve compatibility. Reviewers: sergey, dingto, juicyfruit, brecht Reviewed By: brecht Subscribers: Blendify, nutel Differential Revision: https://developer.blender.org/D2230
2016-09-12Fix T49327: Cycles OSL Mode: RGB Curves node only outputs gray scale imagesSergey Sharybin
To be backported to 2.78 release.
2016-09-11Cycles: Replace object index hack with actual checks for SD_TRANSFORM_APPLIEDMai Lavelle
Using ones complement for detecting if transform has been applied was confusing and led to several bugs. With this proper checks are made. Also added a few transforms where they were missing, mostly affecting baking and displacement when `P` is used in the shader (previously `P` was in the wrong space for these shaders) Also removed `TIME_INVALID` as this may have resulted in incorrect transforms in some cases. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2192
2016-09-11Cycles: Fix bump mapping to use object space when used with true displacementMai Lavelle
Bump mapping was happening in world space while displacement happens in object space, causing shading errors when displacement type was used with bump mapping. To fix this the proper transforms are added to bump nodes. This is only done for automatic bump mapping however, to avoid visual changes from other uses of bump mapping. It would be nice to do this for all bump mapping to be consistent but that will have to wait till we can break compatibility. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2191
2016-08-30Fix T49187: inconsistent Normal Map node output for backfacing polygons.Alexander Gavrilov
There basically are two issues here: in smooth mode (and all non-tangent normal map types) it doesn't invert the normal for backfacing polys; on the other hand for flat shaded tangent type it is inverted too soon. This fix does a brute force correction by checking the backfacing flag. Reviewers: #cycles, brecht Reviewed By: #cycles, brecht Differential Revision: https://developer.blender.org/D2181
2016-08-12Fix T49071: Cycles OSL build problem with oslc compilers that can't find ↵Brecht Van Lommel
their own stdosl.h.
2016-07-31Cycles: constant folding for RGB/Vector Curves and Color Ramp.Alexander Gavrilov
These are complex nodes, and it's conceivable they may end up constant in some circumstances within node groups, so folding support is useful. Reviewed By: brecht Differential Revision: https://developer.blender.org/D2084
2016-07-29Fix Cycles OSL hair BSDF inconsistencies with SVM.Brecht Van Lommel
2016-07-03Fix T48783: OSL render errors after recent refactoring.Brecht Van Lommel
2016-06-23Cycles: Add multi-scattering, energy-conserving GGX as an option to the ↵Lukas Stockner
Glossy, Anisotropic and Glass BSDFs This commit adds a new distribution to the Glossy, Anisotropic and Glass BSDFs that implements the multiple-scattering microfacet model described in the paper "Multiple-Scattering Microfacet BSDFs with the Smith Model". Essentially, the improvement is that unlike classical GGX, which only models single scattering and assumes the contribution of multiple bounces to be zero, this new model performs a random walk on the microsurface until the ray leaves it again, which ensures perfect energy conservation. In practise, this means that the "darkening problem" - GGX materials becoming darker with increasing roughness - is solved in a physically correct and efficient way. The downside of this model is that it has no (known) analytic expression for evalation. However, it can be evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the balance heuristic guarantee an unbiased result at the cost of slightly higher noise. Reviewers: dingto, #cycles, brecht Reviewed By: dingto, #cycles, brecht Subscribers: bliblubli, ace_dragon, gregzaal, brecht, harvester, dingto, marcog, swerner, jtheninja, Blendify, nutel Differential Revision: https://developer.blender.org/D2002
2016-06-12Cycles: make shader node enums consistently lower case, update OSL shaders ↵Brecht Van Lommel
accordingly.
2016-05-29Code refactor: add separate RGB to BW node and rename some sockets.Brecht Van Lommel
2016-05-17Code refactor: use dynamic shader node array lengths now that OSL supports them.Brecht Van Lommel
2016-04-05Revert "Cycles: Remove the Preetham Sky model."Thomas Dinges
This reverts commit d91316dc672dc1ee69fbd24d2f00124a24b75c6b.
2016-04-03Cycles: Remove the Preetham Sky model.Thomas Dinges
The improved Hosek / Wilkie model was added during my GSoC 2013 and the default since then. The older model was kinda kept for compatibility, but after more than 2 years it's time to remove it. The Hosek / Wilkie model is more realistic anyway, and people who really want a day / night transition can mix the Sky Shader with another one (e.g. color) and fade between the two.
2016-03-07Fix T47681: Bump node doesn't work with SSS shader when using OSLSergey Sharybin
2016-02-17Cleanup: OSL styleCampbell Barton
2016-02-05Cycles / OSL: Updare stdosl.h to 1.7.1.Thomas Dinges
This updates our file to OSL 1.7.1, which comes with some new inbuilt features: - linearstep() - smooth_linearstep() - hash() - getchar()
2016-02-04Fix T47323, no Fac output in Magic texture (OSL).Thomas Dinges
2016-02-04Cycles: Implement approximate reflectance profilesSergey Sharybin
Using this paper: http://graphics.pixar.com/library/ApproxBSSRDF/paper.pdf This model gives less blurry results than the Cubic and Gaussian we had implemented: - Cubic: https://developer.blender.org/F279670 - Burley: https://developer.blender.org/F279671 The model is called "Christensen-Burley" in the interface, which actually should be read as "Physically based" or "Realistic". Reviewers: juicyfruit, dingto, lukasstockner97, brecht Reviewed By: brecht, dingto Subscribers: robocyte Differential Revision: https://developer.blender.org/D1759
2016-01-08CMake: Make OSL's .oso shaders building also dependent on OSL compiler!Bastien Montagne
Otherwise, you can update OSL and not get .oso files regenerated, which is a quite funny way to crash Blender...
2016-01-07Cycles: Refactor how we pass bounce info to light path node.Thomas Dinges
This commit changes the way how we pass bounce information to the Light Path node. Instead of manualy copying the bounces into ShaderData, we now directly pass PathState. This reduces the arguments that we need to pass around and also makes it easier to extend the feature. This commit also exposes the Transmission Bounce Depth to the Light Path node. It works similar to the Transparent Depth Output: Replace a Transmission lightpath after X bounces with another shader, e.g a Diffuse one. This can be used to avoid black surfaces, due to low amount of max bounces. Reviewed by Sergey and Brecht, thanks for some hlp with this. I tested compilation and usage on CPU (SVM and OSL), CUDA, OpenCL Split and Mega kernel. Hopefully this covers all devices. :)
2016-01-04Remove SCons building systemSergey Sharybin
While SCons building system was serving us really good for ages it's no longer having much attention by the developers and started to become quite a difficult task to maintain. What's even worse -- there started to be quite serious divergence between SCons and CMake which was only accumulating over the releases now. The fact that none of the active developers are really using SCons and that our main studio is also using CMake spotting bugs in the SCons builds became quite a difficult task and we aren't always spotting them in time. Meanwhile CMake became really mature building system which is available on every platform we support and arguably it's also easier and more robust to use. This commit includes: - Removal of actual SCons building system - Removal of SCons git submodule - Removal of documentation which is stored in the sources and covers SCons - Tweaks to the buildbot master to stop using SCons submodule (this change requires deploying to the server) - Tweaks to the install dependencies script to skip installing or mentioning SCons building system - Tweaks to various helper scripts to avoid mention of SCons folders/files as well Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit Reviewed By: campbellbarton, juicyfruit Differential Revision: https://developer.blender.org/D1680
2016-01-02Cycles: Add Saw option to the wave textureLukas Stockner
This commit adds "Bands Saw" and "Rings Saw" to the options for the Wave texture node in Cycles, behaving similar to the Saw option in BI textures. Requested by @cekuhnen on BA. Reviewers: dingto, sergey Subscribers: cekuhnen Differential Revision: https://developer.blender.org/D1699
2016-01-01Fix OSL compilation, cannot assign vector to color.Thomas Dinges
2015-12-31Fix T46915: Non-intuitive behavior of Vector Curve Mapping nodeSergey Sharybin
Vector mapping node was doing some weird mapping of both original and mapped coordinates. Mapping of original coordinates was caused by the clamping nature of the LUT generated from the node. Mapping of the mapped value again was quite totally obscure -- one needed to constantly keep in mind that actual value will be scaled up and moved down. This commit makes it so values in the vector curve mapping are always absolute. In fact, it is now behaving quite the same as RGB curve mapping node and the code could be de-duplicated. Keeping the code duplicated for a bit so it's more clear what exact parts of the node changed. Reviewers: brecht Subscribers: bassamk Differential Revision: https://developer.blender.org/D1672
2015-12-05Cycles: Implement extrapolation for RGB curvesSergey Sharybin
Previously RGB Curves node will clamp input to 0..1 which is rather useless when one wants to use HDR image textures and do bit of correction on them. Now kernel code supports extrapolation of baked LUT based on first/last two table points and performs linear extrapolation. The only tricky part is to guess the range to bake the LUT for. Currently it's using simple approach -- minmax of the input curves. While this behaves ok for the simple cases it's easy to trick the system up causing incorrect results. Not sure we can solve those issues in a general case and since the new code is giving more expected results it's not that bad actually. In the worst case artist migh always create explicit point to make sure LUT is created for the needed HDR range. Reviewers: brecht, juicyfruit Subscribers: sebastian_k Differential Revision: https://developer.blender.org/D1658
2015-12-05Fix OSL shaders building with some versions of that lib.Bastien Montagne
This must have happened months ago, but as I did not `make clean` any build folder since then, so only noted that today. Issue is same as dirty patch we have to apply to ODL sources before building it in install_deps.sh - for some mysterious reason, it has become impossible to compoile .osl files into .oso ones without giving explicit output file name (otherwise it just produces `.oso` file - utterly stupid and useless). We could probably fix that in own OSL source, but think being explicit here does not hurt anyway, so... Let's go the easy way.
2015-10-08Cycles: Add an interpolation option to environment texturesLukas Stockner
This commit exposes the interpolation parameter for environment textures (requested by DolpheenDream on IRC), just as it already is for image textures. Reviewers: sergey Differential Revision: https://developer.blender.org/D1544
2015-09-18Fix T46030: Strange behavior of Cycles Brick TextureSergey Sharybin
Added some extra seed to the hash, so it's now less likely to give repetitive patters at values around zero. This will change distribution of bricks for existing files. but it's something inevitable.
2015-07-21Cycles: Expose image image extension mapping to the image managerSergey Sharybin
Currently only two mappings are supported by API, which is Repeat (old behavior) and new Clip behavior. Internally this extension is being converted to periodic flag which was already supported but wasn't exposed. There's no support for OpenCL yet because of the way how we pack images into a single texture. Those settings are not exposed to UI or anywhere else and there should be no functional changes so far.
2015-07-18Cycles: Add voxel texture sampler shader nodeSergey Sharybin
The idea of this node is to sampling of 3D voxels at a given coordinate supporting different mapping strategies (world space mapping, object local space etc). Currently not in use, it's a preparation step for supporting point density textures.
2015-06-14Fix T41870: Cycles OSL - Changing rotation value in anisotropic shader ↵Sergey Sharybin
crashes Blender Older OSX has major issues with sincos() function, it's likely a big in OSL or LLVM. For until we've updated to new versions of this libraries we'll use a workaround to prevent possible crashes on all the platforms. Shouldn't be that bad because it's mainly used for anisotropic shader where angle is usually constant. This fix is safe for inclusion into final Blender 2.75 release.
2015-05-28Cleanup: Remove unused Noise Basis texture code.Thomas Dinges
Same as last commit, code is unused and this one actually would have required some fixes, as these variants output values outside the 0-1 value range, which doesn't fit Cycles shader design.
2015-05-28Cleanup: Remove unused Voronoi texture code.Thomas Dinges
Let's finally delete this code, after 4 years of being unused, there really is no excuse anymore. If we decide to extend the procedural textures in SVM, we can do this anytime in the future.
2015-04-21Cleanup: styleCampbell Barton
2015-02-23Cleanup: Simplify brick texture code a bit.Thomas Dinges
2015-02-21Cycles: Add note about autodiff in OSL wireframe shaderSergey Sharybin
2015-02-21Fix T43755: Wireframe attribute doesn't work with displaceSergey Sharybin
This attribute missed derivatives calculation. Not totally sure what's the proper approach for algebraic derivative calculation, so calculating them by definition. This isn't fastest way to do it in this case and could be replaced with some smarter magic in the wireframe calculation loop. At least currently implemented approach is better than nothing.
2015-02-20Fix T43651: New pointiness attribute doesn't work with displacementSergey Sharybin
Simple fix: just make pointiness aware of bump offset.
2015-02-10Cycles: implement pointiness geometry attributeSergey Sharybin
This attribute means how "pointy" the geometry surface is, which allows to do effects like dirt maps and wear-off effects on render geometry. This means the attribute is calculated for the final mesh which means no baking (which implies UV unwrap) is needed. Apart from this the behavior is quite close to how vertex dirty colors works. The new attribute is available as an output socket of Geometry node. There's no penalty for the render time, only some delay on scene preparation (the delay is linear of the mesh complexity). Reviewers: brecht, juicyfruit Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1086
2015-01-27Cycles: Support texture coordinate from another objectSergey Sharybin
This is the same as blender internal's texture mapping from another object, so this way it's possible to control texture space of one object by another. Quite straightforward change apart from the workaround for the stupidness of the dependency graph. Now shader has flag telling that it depends on object transform. This is the simplest way to know which shaders needs to be tagged for update when object changes. This might give some false-positive tags now but reducing them should not be priority for Cycles and rather be a priority to bring new dependency graph. Also GLSL preview does not support using other object for mapping. This is actually correct for BI shading as well and to be addressed as a part of general GLSL viewport improvements since it's not really clear how to support this in GLSL. Reviewers: brecht, juicyfruit Subscribers: eyecandy, venomgfx Differential Revision: https://developer.blender.org/D1021
2015-01-21Cycles: Support tube projection for imagesSergey Sharybin
This way Cycles finally becomes feature-full on image projections compared to Blender Internal and Gooseberry Project Team could finally finish the movie.
2015-01-21Cycles: Support sphere mapping for the image textureSergey Sharybin
2014-12-29Revert "Fix T42888: Separate and Combine HSV distorts the hue value"Sergey Sharybin
This reverts commit 1549fea9995c348bc14a9105df5e460644e2b33a. After some further discussion with other developers in the team it becomes clear there's no correct solution here. It is just more matter of what's more convenient in particular case. We're just going back to old code to avoid possible frustration with the older files in newer blenders. This also means all HSV/HSL is considered to be "linear" in the shading nodes. Would be ported to 2.73 final.