This is an alternate fix for T40964 which resolves bad handling of
caustics reported in T45609.
There were too much transmission rays being discarded by the original
fix, which caused by caustic light being totally disabled. There is
still some room for investigation why exactly original paper didn't
work that well, could be caused by the way how the pdf is calculated.
In any case current results seems rather correct now.
This more a workaround for CUDA optimizer which can't optimize clamp(x, 0, 1)
into a single instruction and uses 4 instructions instead.
Original patch by @lockal with own modification:
Don't make changes outside of the kernel. They don't make any difference
anyway and term saturate() has a bit different meaning outside of kernel.
This gives around 2% of speedup in Barcelona file, but in more complex shader
setups with lots of math nodes with clamping speedup could be much nicer.
Subscribers: dingto
Projects: #cycles
Differential Revision: https://developer.blender.org/D1224
Our own implementation is in fact the same performance as in fast_math from
OpenShadingLanguage, but implementation from fast_math is using explicit madd
function, which increases chance of compiler deciding to use intrinsics.
This patch is based on some work done in D788 and re-formulation from Beckmann
implementation in OpenShadingLanguage.
Skipping texture lookup helps a lot on GPUs where it's more expensive to access
texture memory than to do some extra calculation in threads.
CPU code still uses lookup-table based approach since this seems to be still
faster (at least on computers i've got access to).
This change gives about 2% speedup on BMW scene with GTX560TI.
It did not preserve stratification too well and lookup-table approach was
working much better. There are now also some more interesting forumlation
from Wenzel and OpenShadingLanguage which should work better than old code.
The issue was caused by lack of check for whether fresnel term is actually
giving total internal reflection in refraction BSDFs. This lead to usage of
arbitrary vector of (0, 0, 0) as reflection, giving numeric issues in other
areas of the kernel.
This gives some visual changes of sharp reflection but it seems to be rather
proper now. Which also corresponds with rough glossy reflection with sharpness
set to 0.001 (previously it was totally different from sharpness of 0.0, which
is just weird).
Also reduce number of branching and multiplications a bit by inlining the branches.
This gives an unmeasurable speedup, which is in case of BMW is about 2% here.
It turns out that the new Beckmann sampling function doesn't work well with
Quasi Monte Carlo sampling, mainly near normal incidence where it can be worse
than the previous sampler. In the new sampler the random number pattern gets
split in two, warped and overlapped, which hurts the stratification, see the
visualization in the differential revision.
Now we use a precomputed table, which is much better behaved. GGX does not seem
to benefit from using a precomputed table.
Disadvantage is that this table adds 1MB of memory usage and 0.03s startup time
to every render (on my quad core CPU).
Differential Revision: https://developer.blender.org/D614
* Anisotropic BSDF now supports GGX and Beckmann distributions, Ward has been
removed because other distributions are superior.
* GGX is now the default distribution for all glossy and anisotropic nodes,
since it looks good, has low noise and is fast to evaluate.
* Ashikhmin-Shirley is now available in the Glossy BSDF.
Samples render slower than before, but hopefully this is made up for with
reduced noise in most cases. The main slowdown comes from samples that would
previously be wasted and turn out black, which are now continued.
GGX sampling is about the same speed as before, while for Beckmann it is slower
still. Perhaps optimizations are still possible there, but didn't find anything
easy.
Code from this paper, which comes with sample code:
Importance Sampling Microfacet-Based BSDFs using the Distribution of Visible Normals.
E. Heitz and E. d'Eon, EGSR 2014
Differential Revision: https://developer.blender.org/D572
This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values
are reserved for compilers. I apologize to anyone who has patches or branches
and has to go through the pain of merging this change, it may be easiest to do
these same replacements in your code and then apply/merge the patch.
Ref T37477.
New features:
* Bump mapping now works with SSS
* Texture Blur factor for SSS, see the documentation for details:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Subsurface_Scattering
Work in progress for feedback:
Initial implementation of the "BSSRDF Importance Sampling" paper, which uses
a different importance sampling method. It gives better quality results in
many ways, with the availability of both Cubic and Gaussian falloff functions,
but also tends to be more noisy when using the progressive integrator and does
not give great results with some geometry. It works quite well for the
non-progressive integrator and is often less noisy there.
This code may still change a lot, so unless you're testing it may be best to
stick to the Compatible falloff function.
Skin test render and file that takes advantage of the gaussian falloff:
http://www.pasteall.org/pic/show.php?id=57661http://www.pasteall.org/pic/show.php?id=57662http://www.pasteall.org/blend/23501
after a bugfix for precision issues with low roughness. Now it renders them as
perfectly sharp which avoids the problematic calculations rather than increasing
the roughness.
low roughness and same index of refraction.
Problem was bad float precision due to low roughness, which caused the pdf for
the different closures to not match properly.
* Moved kernel/osl/nodes to kernel/shaders
* Renamed standard attributes to use geom:, particle:, object: prefixes
* Update stdosl.h to properly reflect the closures we support
* Fix the wrong stdosl.h being used for building shaders
* Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes
transmission pass and filter glossy option.
The BSDF closure class is now more similar to the SVM closures, and includes
some flags and labels that are needed to properly categorize the BSDF's for
render passes. Phong closure is gone for the moment, needs to be adapated to
the new structure still.