Cycles: support baking normals plugged into BSDFs, averaged with closure weight.
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@@ -342,8 +342,8 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
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shader_eval_surface(kg, &sd, &state, 0.f, 0, SHADER_CONTEXT_MAIN);
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}
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/* compression: normal = (2 * color) - 1 */
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out = sd.N * 0.5f + make_float3(0.5f, 0.5f, 0.5f);
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/* encoding: normal = (2 * color) - 1 */
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out = shader_bsdf_average_normal(kg, &sd) * 0.5f + make_float3(0.5f, 0.5f, 0.5f);
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break;
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}
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case SHADER_EVAL_UV:
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@@ -260,7 +260,7 @@ ccl_device_inline void kernel_write_data_passes(KernelGlobals *kg, ccl_global fl
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}
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if(flag & PASS_NORMAL) {
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float3 normal = sd->N;
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float3 normal = shader_bsdf_average_normal(kg, sd);
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kernel_write_pass_float3(buffer + kernel_data.film.pass_normal, sample, normal);
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}
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if(flag & PASS_UV) {
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@@ -764,6 +764,19 @@ ccl_device float3 shader_bsdf_subsurface(KernelGlobals *kg, ShaderData *sd)
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return eval;
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}
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ccl_device float3 shader_bsdf_average_normal(KernelGlobals *kg, ShaderData *sd)
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{
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float3 N = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i < sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_BSDF_OR_BSSRDF(sc->type))
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N += sc->N*average(sc->weight);
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}
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return (is_zero(N))? sd->N : normalize(N);
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}
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ccl_device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_factor, float3 *N_)
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{
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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@@ -783,12 +796,7 @@ ccl_device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_fac
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}
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}
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if(is_zero(N))
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N = sd->N;
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else
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N = normalize(N);
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*N_ = N;
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*N_ = (is_zero(N))? sd->N : normalize(N);
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return eval;
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}
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@@ -878,7 +878,7 @@ enum ShaderDataFlag {
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SD_VOLUME_MIS = (1 << 23),
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/* Use cubic interpolation for voxels. */
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SD_VOLUME_CUBIC = (1 << 24),
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/* Has data connected to the displacement input. */
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/* Has data connected to the displacement input or uses bump map. */
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SD_HAS_BUMP = (1 << 25),
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/* Has true displacement. */
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SD_HAS_DISPLACEMENT = (1 << 26),
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@@ -151,6 +151,7 @@ public:
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virtual bool has_surface_emission() { return false; }
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virtual bool has_surface_transparent() { return false; }
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virtual bool has_surface_bssrdf() { return false; }
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virtual bool has_bump() { return false; }
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virtual bool has_bssrdf_bump() { return false; }
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virtual bool has_spatial_varying() { return false; }
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virtual bool has_object_dependency() { return false; }
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@@ -1845,6 +1845,14 @@ void BsdfNode::compile(OSLCompiler& /*compiler*/)
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assert(0);
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}
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bool BsdfNode::has_bump()
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{
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/* detect if anything is plugged into the normal input besides the default */
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ShaderInput *normal_in = input("Normal");
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return (normal_in && normal_in->link &&
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normal_in->link->parent->special_type != SHADER_SPECIAL_TYPE_GEOMETRY);
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}
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/* Anisotropic BSDF Closure */
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NODE_DEFINE(AnisotropicBsdfNode)
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@@ -2439,9 +2447,7 @@ void PrincipledBsdfNode::compile(OSLCompiler& compiler)
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bool PrincipledBsdfNode::has_bssrdf_bump()
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{
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/* detect if anything is plugged into the normal input besides the default */
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ShaderInput *normal_in = input("Normal");
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return (normal_in->link && normal_in->link->parent->special_type != SHADER_SPECIAL_TYPE_GEOMETRY);
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return has_surface_bssrdf() && has_bump();
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}
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/* Translucent BSDF Closure */
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@@ -337,6 +337,7 @@ public:
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bool has_spatial_varying() { return true; }
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void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2, ShaderInput *param3 = NULL, ShaderInput *param4 = NULL);
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virtual ClosureType get_closure_type() { return closure; }
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virtual bool has_bump();
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float3 color;
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float3 normal;
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@@ -721,6 +721,7 @@ void OSLCompiler::add(ShaderNode *node, const char *name, bool isfilepath)
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current_shader->has_surface_bssrdf = true;
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current_shader->has_bssrdf_bump = true; /* can't detect yet */
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}
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current_shader->has_bump = true; /* can't detect yet */
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}
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if(node->has_spatial_varying()) {
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@@ -1029,6 +1030,9 @@ void OSLCompiler::generate_nodes(const ShaderNodeSet& nodes)
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if(node->has_bssrdf_bump())
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current_shader->has_bssrdf_bump = true;
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}
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if(node->has_bump()) {
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current_shader->has_bump = true;
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}
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}
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else if(current_type == SHADER_TYPE_VOLUME) {
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if(node->has_spatial_varying())
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@@ -521,6 +521,9 @@ void SVMCompiler::generate_closure_node(ShaderNode *node,
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if(node->has_bssrdf_bump())
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current_shader->has_bssrdf_bump = true;
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}
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if(node->has_bump()) {
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current_shader->has_bump = true;
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}
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}
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}
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