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Cycles, Eevee, OSL, Geo, Attribute
This operator provides consistency with the standard math node. Allows users to use a single node instead of two nodes for this common operation.
Reviewed By: HooglyBoogly, brecht
Differential Revision: https://developer.blender.org/D10808
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about 1%"
Both before and after can have artifacts with some normal maps, but this seems to give
worse artifacts on average which are not worth the minor performance increase.
This reverts commit 21bc1a99baa765d81c3203fd2e451681b8a7fd55.
Ref T88368, D10084
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Includes fixes to misspelled function names.
Ref D11280
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Cycles, Eevee, OSL, Geo, Attribute
Based on outdated refract patch D6619 by @cubic_sloth
`refract` and `faceforward` are standard functions in GLSL, OSL and Godot shader languages.
Adding these functions provides Blender shader artists access to these standard functions.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D10622
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Fix uninitialized variable in the OSL shader.
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This is an implementation that is about 1.5-2.1 times faster. It gives a result
that is on average 6° different from the old implementation. The difference is
because normals (Ng, N, N') are not selected to be coplanar, but instead
reflection R is lifted the least amount and the N' is computed as a bisector.
Differential Revision: https://developer.blender.org/D10084
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Specular color is set to black instead of white inside the Principled BSDF
when the base color is set to fully black. This is contradictory to the sample
code of the Disney BRDF in BRDF Explorer. This patch aligns both
implementations.
Differential Revision: https://developer.blender.org/D10448
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The names of the parameters are based on those of those of the sockets, so they also need to be updated. This was forgotten about in the previous commit (rBa284e559b90e).
Ref T82561.
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Not exposed in Blender yet.
Ref D2057
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* Support precompiled libraries on Linux
* Add license headers
* Refactoring to deduplicate code
Includes work by Ray Molenkamp and Grische for precompiled libraries.
Ref D8769
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The current 1D Voronoi implementation for the Distance to Edge option
computes the distance to the cells instead. This patch fixes that and
compute the distance to the edge.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D8634
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The sky will appear brighter than before by default. To compensate for this,
lower exposure in the Film panel. The default altitude was also changed from
90 to 15 degrees.
Patch contributed by Marco with the help of Ryan Jones.
Differential Revision: https://developer.blender.org/D8285
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Differential Revision: https://developer.blender.org/D8091
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Differential Revision: https://developer.blender.org/D8091
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The problem here was numerical precision: The code calculates the angle between
sun and view direction, and the usual acos(dot(a, b)) approach for that has
poor numerical performance for almost parallel angles.
As a result, the generally tiny difference between floating point computation
between CPU and GPU was enough to make the sun vanish at different radii,
causing different results.
The new version fixes the difference by making the computation much more robust
on both platforms.
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This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
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Currently in fractal_noise functions, each subsequent octave doubles the
frequency and reduces the amplitude by half. This patch introduces Roughness
input to Noise and Wave nodes. This multiplier determines how quickly the
amplitudes of the subsequent octaves decrease.
Value of 0.5 will be the default, generating identical noise we had before.
Values above 0.5 will increase influence of each octave resulting in more
"rough" noise, most interesting pattern changes happen there. Values below
0.5 will result in more "smooth" noise.
Differential Revision: https://developer.blender.org/D7065
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Checkbox to invert rotation angle, suggested by @simonthommes
Differential Revision: https://developer.blender.org/D6932
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Remove additional Euler modes for the time being, not working as intended, will add back if there is a need.
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The node would render black in this case (but should use the
'active_render' layer choosen in the object data properties -- this is
now in line to how this is handled for e.g. UVs)
This introduces ATTR_STD_VERTEX_COLOR and uses this thoughout, if no
particular layer is specified in the node.
Maniphest Tasks: T73938
Differential Revision: https://developer.blender.org/D6887
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This extends FindOpenShadingLanguage.cmake to also look for the location of
stdosl.h and adds the path to the invocation of oslc to deal with the headers
being in different locations a little better.
Differential Revision: https://developer.blender.org/D6865
Reviewers: brecht
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This node provides the ability to rotate a vector around a `center` point using either `Axis Angle` , `Single Axis` or `Euler` methods.
Reviewed By: #cycles, brecht
Differential Revision: https://developer.blender.org/D3789
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* Direction mode X, Y and Z to align with axes rather than diagonal or
spherical as previously. X is the new default, existing files will
use diagonal or spherical for compatibility.
* Phase offset to offset the wave along its direction, for purposes like
animation and distortion.
https://developer.blender.org/D6382
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This adds some extra functions recently added to the float Maths Node.
Not all functions have been ported over in this patch.
Also:
+ Tidy up menu
+ Change node color to match other vector nodes, this helps distinguish vector and float nodes in the tree
+ Move shared OSL functions to new header node_math.h
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6713
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There were to copies of stdosl.h one from stock OSL
and one in the cycles tree augmented with cycles
specific closures.
moved the cycles ones to stdcycles.h and copied
the stock stdosl.h and accompanying headers from
the OSL shader folder.
for further details see D6812.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6812
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Lacunarity parameter determines scaling of subsequent octaves in fractal
noises. For example, Noise node have this scaling hardcoded to 2.0. Each
octave have twice bigger scale than previous one, resulting in finer details.
By design fractal noises that generate octaves with same seed should not
have Lacunarity set to 1.0, since then it just stacks up identical noises.
Differential Revision: https://developer.blender.org/D6742
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This also fixes glsl version of fmod when both inputs are negative.
Differential Revision: https://developer.blender.org/D6704
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Hash input values to a color.
Differential Revision: https://developer.blender.org/D6672
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This patch suppress the OSL warnings resulted from ambiguous calls
to the normalize function. This is done by casting to the vector
type before normalizing.
Reviewed By: Brecht
Differential Revision: https://developer.blender.org/D6621
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Previously Noise and Wave texture nodes would use noise functions within a [0,1]
range for distortion effects. We either add or subtract noise from coordinates,
never do both at same time. This led to the texture drastically shifting on the
diagonal axis of a plane / cube. This behavior makes the Distortion input hard
to control or animate. Capabilities of driving it with other texture are also
limited, diagonal shifting is very apparent.
This was fixed by offsetting the noise function to a signed range and making it
zero-centered. This way noise is uniformly added and subtracted from coordinates.
Texture pattern sticks to main coordinates which makes it way easier to control.
This change is not strictly backwards compatible, there is versioning to ensure
the scale of the distortion remains similar, but the particular pattern can be
a little different.
Differential Revision: https://developer.blender.org/D6177
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Modes: Linear interpolation (default), stepped linear, smoothstep and smootherstep.
This also includes an additional option for the **Clamp node** to switch between **Min Max** (default) and **Range** mode.
This was needed to allow clamping when **To Max** is less than **To Min**.
Reviewed By: JacquesLucke, brecht
Differential Revision: https://developer.blender.org/D5827
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When creating shaders and using maths functions it is expected that Blender should match functions in other DCC applications, game engines and shading languages such as GLSL and OSL.
This patch adds missing functions to the Blender maths node.
Ideally, it would be nice to have these functions available to vectors too but that is not part of this patch.
This patch adds the following functions trunc, snap, wrap, compare, pingpong, sign, radians, degrees, cosh, sinh, tanh, exp, smoothmin and inversesqrt.
Sign function is based on GLSL and OSL functions and returns zero when x == 0.
Differential Revision: https://developer.blender.org/D5957
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The Random Per Island attribute is a random float associated with each
connected component (island) of the mesh. It is particularly useful
when artists want to add variations to meshes composed of separate
units. Like tree leaves created using particle systems, wood planks
created using array modifiers, or abstract splines created using AN.
Reviewed By: Sergey Sharybin, Jacques Lucke
Differential Revision: https://developer.blender.org/D6154
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Differential Revision: https://developer.blender.org/D6058
Reviewers: brecht, fclem
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This patch adds a new Vertex Color node. The node also returns the alpha
of the vertex color layer as an output.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5767
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This patch allows the Voronoi node to operate in 1D, 2D, and 4D space.
It also adds a Randomness input to control the randomness of the texture.
Additionally, it adds three new modes of operation:
- Smooth F1: A smooth version of F1 Voronoi with no discontinuities.
- Distance To Edge: Returns the distance to the edges of the cells.
- N-Sphere Radius: Returns the radius of the n-sphere inscribed in
the cells. In other words, it is half the distance between the
closest feature point and the feature point closest to it.
And it removes the following three modes of operation:
- F3.
- F4.
- Cracks.
The Distance metric is now called Euclidean, and it computes the actual
euclidean distance as opposed to the old method of computing the squared
euclidean distance.
This breaks backward compatibility in many ways, including the base case.
Reviewers: brecht, JacquesLucke
Differential Revision: https://developer.blender.org/D5743
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