Offset rays from the flat surface to match where they would be for a smooth
surface as specified by the normals. In the shading panel there is now a
Shading Offset (existing option) and Geometry Offset (new).
The Geometry Offset works as follows:
* 0: disabled
* 0.001: only terminated triangles (normal points to the light, geometry
doesn't) are affected
* 0.1 (default): triangles at grazing angles are affected, and the effect
fades out
* 1: all triangles are affected
Limitations:
* The artifact is still visible in some cases, it could be that some quads
require to be treated specifically as quads.
* Inconsistent normals cause artifacts.
* If small objects cast shadows to a big low poly surface, the shadows can
appear to be in a wrong place - because the surface moved slightly above
the geometry. This can be noticed only at grazing angles to light.
* Approximated surfaces of two non-intersecting low-poly objects can overlap
that causes off-the-wall shadows.
Generally, using one or a few levels of subdivision can get rid of artifacts
faster than before.
Differential Revision: https://developer.blender.org/D11065
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
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 21bc1a99ba.
Ref T88368, D10084
These seem to be causing some stability issues, and really are just not that
useful in practice. Compiling them is slow already, so it does not improve
the user experience much to show an AO preview if it's not nearly instant.
Was causing calculation issues later on in the kernel.
This change catches the most obvious case: missing attribute. The old
code was trying to set tangent to 0, but because it was transformed as
a normal it got converted to non-finite value. This change makes it so
that no transform is involved and 0 is written directly to the SVM
stack.
To cover all cases it will require using safe_normalize() in this node
and in the normal transform function. This is more involved change from
performance point of view, would be nice to verify whether we really want
to go this route.
I've left asserts in the BSDF allocation functions. Don't have strong
connection to them, but think they are handy and are not different from
having an assert in the path radiance checks.
Differential Revision: https://developer.blender.org/D11235
It is possible that BSDF allocation will advance pointer in the
allocation "pool" but will return null pointer if the weight is
too small.
One artist-measurable issue this change fixes is random issues
with denoising: normal pass for denoising could have accessed
non-initialized normal of a closure.
Differential Revision: https://developer.blender.org/D11230
For indirect light rays, don't assume any hit is opaque, rather if it has
transparency or emission do the shading but don't do any further bounces.
Naturally this is slower when there are transparent surfaces, however
without this cutout opacity doesn't give sensible results.
Differential Revision: https://developer.blender.org/D10985
Compute a subset of the area light that actually affects the shading point
and only samples points within that.
It's not perfect as the real subset is a circle instead of a rectangle, and
the attenuation is not accounted for. However it massively reduces noise for
shading points near the area light anyway.
Ellipse shaped area lights do not have this importance sampling, but do not
have solid angle importance sampling either.
Ref D10594
This simulates the effect of a honeycomb or grid placed in front of a softbox.
In practice, it works by attenuating rays coming off-angle as a function of the
provided spread angle parameter.
Setting the parameter to 180 degrees poses no restrictions to the rays, making
the light behave the same way as before this patch.
The total light power is normalized based on the spread angle, so that the
light strength remains the same.
Differential Revision: https://developer.blender.org/D10594
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
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
Offset the starting point of segments by a random amount to avoid the bounding
box shape affecting the result and creating artifacts.
Differential Revision: https://developer.blender.org/D10576
Something in this update broke the floor() function in CUDA, instead use
floorf() like we do everywhere else in the kernel code. Thanks to Ray
Molenkamp for identifying the solution.
This bumps OSL to 1.11.10.0. OSL Has a new build time
dependency: Clang, and more importantly it expects
clang and llvm to share a library folder, which it
previously for us did not.
This patch changes:
-OSL Update to 1.11.10.0
-refactor the llvm/clang/clang-tools-extra builds into the llvm
build using the llvm-project tarball for building that has all
of the subprojects in it.
-update ispc/openmp builds since clang no longer its own dependency
and they have to depend on the llvm build now.
-Update the windows builder to use the 64 bit host tools since it
ran out of ram linking clang
-Since OSL now needs clang to link successfully a findclang.cmake
has been provided for linux/OSX
Differential Revision: https://developer.blender.org/D10212
Reviewed By: brecht, sebbas, sybren
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
With very large distances there were precision / overflow errors, normalize
the average albedo to avoid that. This was causing test failures on macOS
Arm, but also other architectures had slightly wrong results.
Ref T78710
Cycles has supported path-traced subsurface scattering for a while, but while it's
more accurate than other approaches, the increase in noise makes it an expensive option.
To improve this, this patch implements Dwivedi guiding, a technique that is based on
zero-variance random walk theory from particle physics and helps to produce shorter
random walks with more consistent throughput.
The idea behind this is that in non-white materials, each scattering event inside the
medium reduces the path throughput. Therefore, the darker the material is, the lower the
contribution of paths that travel far from the origin is.
In order to reduce variance, Dwivedi guiding uses modified direction and distance sampling
functions that favor paths which go back towards the medium interface.
By carefully selecting these sampling distributions, variance can be greatly reduced, and
as a neat side effect shorter paths are produced, which speeds up the process.
One limitation of just blindly applying this is that the guiding is derived from the
assumption of a medium that covers an infinite half-space. Therefore, at corners or thin
geometry where this does not hold, the algorithm might lead to fireflies.
To avoid this, the implementation here uses MIS to combine the classic and guided sampling.
Since each of those works on one of the three color channels, the final estimator combines
six sampling techniques. This results in some unintuitive math, but I tried to structure
it in a way that makes some sense.
Another improvement is that in areas where the other side of the mesh is close (e.g. ears),
the algorithm has a chance to switch to guiding towards the other side. This chance is based
on how deep the random walk is inside the object, and once again MIS is applied to the
decision, giving a total of nine techniques.
Combining all this, the noise of path-traced subsurface scattering is reduced significantly.
In my testing with the Rain character model and a simple lighting setup, the path-traced
SSS is now actually less noisy than the Christensen-Burley approximation at same render time
while of course still being significantly more realistic.
Differential Revision: https://developer.blender.org/D9932
Baking vertex colors per-corner leads to unwanted discontinuities when there is
sampling noise, for example in ambient occlusion or with a bevel shader node for
normals. For this reason the code used to always average results per-vertex.
However when using split normals, multiple materials or UV islands, we do want to
preserve discontinuities. So now bake per corner, but make sure the sampling seed
is shared for vertices.
Fix T85550: vertex color baking crash with split normals, Ref D10399
Fix T84663: vertex color baking blending at UV seams