Cycles: Add reflection fix to Bump and Normal Map nodes
While changing the shading normal is a great way to add additional detail to a model, there are some problems with it. One of them is that at grazing angles and/or strong changes to the normal, the reflected ray can end up pointing into the actual geometry, which results in a black spot. This patch helps avoid this by automatically reducing the strength of the bump/normal map if the reflected direction would end up too shallow or inside the geometry. Differential Revision: https://developer.blender.org/D2574
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@@ -184,6 +184,35 @@ ccl_device float2 regular_polygon_sample(float corners, float rotation, float u,
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return make_float2(cr*p.x - sr*p.y, sr*p.x + cr*p.y);
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return make_float2(cr*p.x - sr*p.y, sr*p.x + cr*p.y);
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}
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}
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ccl_device float3 ensure_valid_reflection(float3 Ng, float3 I, float3 N)
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{
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float3 R = 2*dot(N, I)*N - I;
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if(dot(Ng, R) >= 0.05f) {
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return N;
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}
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/* Form coordinate system with Ng as the Z axis and N inside the X-Z-plane.
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* The X axis is found by normalizing the component of N that's orthogonal to Ng.
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* The Y axis isn't actually needed.
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*/
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float3 X = normalize(N - dot(N, Ng)*Ng);
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/* Calculate N.z and N.x in the local coordinate system. */
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float Iz = dot(I, Ng);
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float Ix2 = sqr(dot(I, X)), Iz2 = sqr(Iz);
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float Ix2Iz2 = Ix2 + Iz2;
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float a = sqrtf(Ix2*(Ix2Iz2 - sqr(0.05f)));
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float b = Iz*0.05f + Ix2Iz2;
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float c = (a + b > 0.0f)? (a + b) : (-a + b);
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float Nz = sqrtf(0.5f * c * (1.0f / Ix2Iz2));
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float Nx = sqrtf(1.0f - sqr(Nz));
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/* Transform back into global coordinates. */
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return Nx*X + Nz*Ng;
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}
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CCL_NAMESPACE_END
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CCL_NAMESPACE_END
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#endif /* __KERNEL_MONTECARLO_CL__ */
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#endif /* __KERNEL_MONTECARLO_CL__ */
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@@ -64,5 +64,7 @@ surface node_bump(
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if (use_object_space) {
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if (use_object_space) {
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NormalOut = normalize(transform("object", "world", NormalOut));
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NormalOut = normalize(transform("object", "world", NormalOut));
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}
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}
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NormalOut = ensure_valid_reflection(Ng, I, NormalOut);
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}
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}
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@@ -88,5 +88,7 @@ shader node_normal_map(
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if (Strength != 1.0)
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if (Strength != 1.0)
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Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));
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Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));
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Normal = ensure_valid_reflection(Ng, I, Normal);
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}
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}
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@@ -282,6 +282,36 @@ point rotate (point p, float angle, point a, point b)
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return transform (M, p-a) + a;
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return transform (M, p-a) + a;
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}
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}
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normal ensure_valid_reflection(normal Ng, vector I, normal N)
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{
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float sqr(float x) { return x*x; }
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vector R = 2*dot(N, I)*N - I;
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if (dot(Ng, R) >= 0.05) {
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return N;
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}
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/* Form coordinate system with Ng as the Z axis and N inside the X-Z-plane.
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* The X axis is found by normalizing the component of N that's orthogonal to Ng.
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* The Y axis isn't actually needed.
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*/
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vector X = normalize(N - dot(N, Ng)*Ng);
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/* Calculate N.z and N.x in the local coordinate system. */
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float Ix = dot(I, X), Iz = dot(I, Ng);
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float Ix2 = sqr(dot(I, X)), Iz2 = sqr(dot(I, Ng));
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float Ix2Iz2 = Ix2 + Iz2;
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float a = sqrt(Ix2*(Ix2Iz2 - sqr(0.05)));
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float b = Iz*0.05 + Ix2Iz2;
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float c = (a + b > 0.0)? (a + b) : (-a + b);
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float Nz = sqrt(0.5 * c * (1.0 / Ix2Iz2));
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float Nx = sqrt(1.0 - sqr(Nz));
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/* Transform back into global coordinates. */
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return Nx*X + Nz*Ng;
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}
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// Color functions
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// Color functions
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@@ -75,6 +75,8 @@ ccl_device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stac
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object_normal_transform(kg, sd, &normal_out);
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object_normal_transform(kg, sd, &normal_out);
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}
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}
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normal_out = ensure_valid_reflection(sd->Ng, sd->I, normal_out);
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stack_store_float3(stack, node.w, normal_out);
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stack_store_float3(stack, node.w, normal_out);
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#endif
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#endif
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}
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}
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@@ -345,6 +345,8 @@ ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *st
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N = safe_normalize(sd->N + (N - sd->N)*strength);
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N = safe_normalize(sd->N + (N - sd->N)*strength);
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}
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}
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N = ensure_valid_reflection(sd->Ng, sd->I, N);
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if(is_zero(N)) {
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if(is_zero(N)) {
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N = sd->N;
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N = sd->N;
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}
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}
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