Age | Commit message (Collapse) | Author |
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Following removal from C source code.
See: 8c68ed6df16d8893
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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.
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This patch adds a new matte node that implements the Cryptomatte specification.
It also incluces a custom eye dropper that works outside of a color picker.
Cryptomatte export for the Cycles render engine will be in a separate patch.
Reviewers: brecht
Reviewed By: brecht
Subscribers: brecht
Tags: #compositing
Differential Revision: https://developer.blender.org/D3531
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This patch adds support for IES files, a file format that is commonly used to store the directional intensity distribution of light sources.
The new IES node is supposed to be plugged into the Strength input of the Emission node of the lamp.
Since people generating IES files do not really seem to care about the standard, the parser is flexible enough to accept all test files I have tried.
Some common weirdnesses are distributing values over multiple lines that should go into one line, using commas instead of spaces as delimiters and adding various useless stuff at the end of the file.
The user interface of the node is similar to the script node, the user can either select an internal Text or load a file.
Internally, IES files are handled similar to Image textures: They are stored in slots by the LightManager and each unique IES is assigned to one slot.
The local coordinate system of the lamp is used, so that the direction of the light can be changed. For UI reasons, it's usually best to add an area light,
rotate it and then change its type, since especially the point light does not immediately show its local coordinate system in the viewport.
Reviewers: #cycles, dingto, sergey, brecht
Reviewed By: #cycles, dingto, brecht
Subscribers: OgDEV, crazyrobinhood, secundar, cardboard, pisuke, intrah, swerner, micah_denn, harvester, gottfried, disnel, campbellbarton, duarteframos, Lapineige, brecht, juicyfruit, dingto, marek, rickyblender, bliblubli, lockal, sergey
Differential Revision: https://developer.blender.org/D1543
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Patch D3205 by Kanzaki Wataru
Only implemented in Eevee for now. Collapse a closure to RGBA so we can
do NPR stuff on the resulting color.
Use an emission shader to convert the color back to a closure.
Doing this will break PBR and will kill any SSR and SSS effects the shader
the shader rely on. That said screen space refraction and ambient occlusion
are supported due to the way they are implemented.
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Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
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Similar to the Principled BSDF, this should make it easier to set up volume
materials. Smoke and fire can be rendererd with just a single principled
volume node, the appropriate attributes will be used when available. The node
also works for simpler homogeneous volumes like water or mist.
Differential Revision: https://developer.blender.org/D3033
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This adds midlevel and object/world space for displacement, and a
vector displacement node with tangent/object/world space, midlevel
and scale.
Note that tangent space vector displacement still is not exactly
compatible with maps created by other software, this will require
changes to the tangent computation.
Differential Revision: https://developer.blender.org/D1734
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This converts object space height to world space displacement, to be
linked to the new vector displacement material output.
Differential Revision: https://developer.blender.org/D3015
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The algorithm averages normals from nearby surfaces. It uses the same
sampling strategy as BSSRDFs, casting rays along the normal and two
orthogonal axes, and combining the samples with MIS.
The main concern here is that we are introducing raytracing inside
shader evaluation, which could be quite bad for GPU performance and
stack memory usage. In practice it doesn't seem so bad though.
Note that using this feature can easily slow down renders 20%, and
that if you care about performance then it's better to use a bevel
modifier. Mainly this is useful for baking, and for cases where the
mesh topology makes it difficult for the bevel modifier to work well.
Differential Revision: https://developer.blender.org/D2803
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And wipe metallic out of the map.
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Since we started supporting the (Cycles) Material Output old files
stopped working. There is no reason to keep the original Eevee material
otuput anymore.
It includes doversion for old files.
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This makes the node menus aware of the Cycles/Eevee distinction, and
only show the relevant nodes for the current engine. Names have also
been changed to accomodate for the new output node system.
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This makes Eevee consistent with Cycles, by having a single output node,
and multiple shader nodes that connect to it.
Note that node systems for Eevee saved before this will be missing the
output node, and thus will show an invalid material. This is easily
resolved by connecting the shader output to a new output node.
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Previously, every RenderPass would have a bitfield that specified its type. That limits the number of passes to 32, which was reached a while ago.
However, most of the code already supported arbitrary RenderPasses since they were also used to store Multilayer EXR images.
Therefore, this commit completely removes the passflag from RenderPass and changes all code to use the unique pass name for identification.
Since Blender Internal relies on hardcoded passes and to preserve compatibility, 32 pass names are reserved for the old hardcoded passes.
To support these arbitrary passes, the Render Result compositor node now adds dynamic sockets. For compatibility, the old hardcoded sockets are always stored and just hidden when the corresponding pass isn't available.
To use these changes, the Render Engine API now includes a function that allows render engines to add arbitrary passes to the render result. To be able to add options for these passes, addons can now add their own properties to SceneRenderLayers.
To keep the compositor input node updated, render engine plugins have to implement a callback that registers all the passes that will be generated.
From a user perspective, nothing should change with this commit.
Differential Revision: https://developer.blender.org/D2443
Differential Revision: https://developer.blender.org/D2444
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Include Metallic and Specular workflow.
Clearcoat and are not implemented yet.
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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
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- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
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Currently only works correct with single float output, RGBA and vector are not
supported so if one need to use this passes he'll need to wait a bit still.
It is coming, don't worry.
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This commit implements point density texture for Cycles shading nodes.
It's done via creating voxel texture at shader compilation time, Not
totally memory efficient, but avoids adding sampling code to kernel
(which keeps render time as low as possible), In the future this will
be compensated by using OpenVDB for more efficient storage of sparse
volume data.
Sampling of the voxel texture is happening at blender side and the
same code is used as for Blender Internal's renderer.
This texture is controlled by only object, particle system and radius.
Linear falloff is used and there's no turbulence. This is because
falloff is expected to happen using Curve Mapping node. Turbulence
will be done as a distortion on the input coordinate. It's already
possible to fake it using nose textures and in the future we can add
more proper turbulence distortion node, which then could also be used
for 2D texture mapping.
Particle color support is done by Lukas, thanks!
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Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
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https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
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Shader nodes will be used to define materials for stroke rendering, so as to
allow users to interactively configure textures.
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This allows adding a "fake" sun beam effect, simulating crepuscular rays
from light being scattered in a medium like the atmosphere or deep water.
Such effects can be created also by renderers using volumetric lighting,
but the compositor feature is a lot cheaper and is independent from 3D
rendering. This makes it ideally suited for motion graphics.
The implementation uses am optimized accumulation method for gathering
color values along a line segment. The inner buffer loop uses fixed
offset increments to avoid unnecessary multiplications and avoids
variables by using compile-time specialization (see inline comments
for further details).
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This was already possible via the RGB nodes, but that seems weird.
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complete.
Fixes T37954.
Reviewed By: brecht, dingto
Differential Revision: https://developer.blender.org/D230
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transformation.
This was suggested by Christopher Barrett (terrachild). Corner pin is a common feature in compositing.
The corners for the plane warping can be defined by using vector node inputs to allow using perspective plane transformations without having to go via the MovieClip editor tracking data.
Uses the same math as the PlaneTrack node, but without the link to MovieClip and Object.
{F78199}
The code for PlaneTrack operations has been restructured a bit to share it with the CornerPin node.
* PlaneDistortCommonOperation.h/.cpp: Shared generic code for warping images based on 4 plane corners and a perspective matrix generated from these. Contains operation base classes for both the WarpImage and Mask operations.
* PlaneTrackOperation.h/.cpp: Current plane track node operations, based on the common code above. These add pointers to MovieClip and Object which define the track data from wich to read the corners.
* PlaneCornerPinOperation.h/.cpp: New corner pin variant, using explicit input sockets for the plane corners.
One downside of the current compositor design is that there is no concept of invariables (constants) that don't vary over the image space. This has already been an issue for Blur nodes (size input is usually constant except when "variable size" is enabled) and a few others. For the corner pin node it is necessary that the corner input sockets are also invariant. They have to be evaluated for each tile now, otherwise the data is not available. This in turn makes it necessary to make the operation "complex" and request full input buffers, which adds unnecessary overhead.
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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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information such as light vector from specified Lamp.
For now this provides the following outputs:
- Color
- Light Vector
- Distance
- Shadow
- Visibility Factor
Note: Color output is multiplied by the lamp energy. Multiplication of
color*max(dot(light_vector,normal_vector),0)*shadow*visibility_factor
produces the exact same result as the Lambert shader.
Many thanks to Brecht for code review and discussion!
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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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This commit includes all the changes made for plane tracker
in tomato branch.
Movie clip editor changes:
- Artist might create a plane track out of multiple point
tracks which belongs to the same track (minimum amount of
point tracks is 4, maximum is not actually limited).
When new plane track is added, it's getting "tracked"
across all point tracks, which makes it stick to the same
plane point tracks belong to.
- After plane track was added, it need to be manually adjusted
in a way it covers feature one might to mask/replace.
General transform tools (G, R, S) or sliding corners with
a mouse could be sued for this. Plane corner which
corresponds to left bottom image corner has got X/Y axis
on it (red is for X axis, green for Y).
- Re-adjusting plane corners makes plane to be "re-tracked"
for the frames sequence between current frame and next
and previous keyframes.
- Kayframes might be removed from the plane, using Shit-X
(Marker Delete) operator. However, currently manual
re-adjustment or "re-track" trigger is needed.
Compositor changes:
- Added new node called Plane Track Deform.
- User selects which plane track to use (for this he need
to select movie clip datablock, object and track names).
- Node gets an image input, which need to be warped into
the plane.
- Node outputs:
* Input image warped into the plane.
* Plane, rasterized to a mask.
Masking changes:
- Mask points might be parented to a plane track, which
makes this point deforming in a way as if it belongs
to the tracked plane.
Some video tutorials are available:
- Coder video: http://www.youtube.com/watch?v=vISEwqNHqe4
- Artist video: https://vimeo.com/71727578
This is mine and Keir's holiday code project :)
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* Added 2 new nodes to combine and separate HSV colors.
Screenshot:
http://www.pasteall.org/pic/show.php?id=54828
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* First step towards a new vector transform node, to convert Points/Vectors between World/Object/Camera space.
This only contains the Blender UI, RNA... code, no Cycles integration yet.
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* First step towards a Blackbody to RGB converter. You can specify a color in Kelvin inside the node.
* Only implemented for OSL atm, SVM will follow.
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* Added a node to convert wavelength (in nanometer, from 380nm to 780nm) to RGB values. This can be useful to match real world colors easier.
Example render:
http://www.pasteall.org/pic/show.php?id=53202
ToDo:
* Move some functions into an util file, maybe a common util_color.h or so.
* Test GPU, unfortunately sm_21 doesn't work for me yet.
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remove MEM_sys_types.h which was a duplicate.
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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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* Added a wireframe node (Input category) to get access to Mesh wireframe data.
The thickness can be controlled via a "Size" parameter, and is available in world units (default) and screen pixel size.
* Only the triangulated mesh is available now, quads is for later.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wireframe
Render and Example file:
http://www.pasteall.org/pic/show.php?id=51731
http://www.pasteall.org/blend/21510
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