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
The implementation is pretty straightforward.
In Cycles, sampling the shapes is currently done w.r.t. area instead of solid angle.
There is a paper on solid angle sampling for disks [1], but the described algorithm is based on
simply sampling the enclosing square and rejecting samples outside of the disk, which is not exactly
great for Cycles' RNG (we'd need to setup a LCG for the repeated sampling) and for GPU divergence.
Even worse, the algorithm is only defined for disks. For ellipses, the basic idea still works, but a
way to analytically calculate the solid angle is required. This is technically possible [2], but the
calculation is extremely complex and still requires a lookup table for the Heuman Lambda function.
Therefore, I've decided to not implement that for now, we could still look into it later on.
In Eevee, the code uses the existing ltc_evaluate_disk to implement the lighting calculations.
[1]: "Solid Angle Sampling of Disk and Cylinder Lights"
[2]: "Analytical solution for the solid angle subtended at any point by an ellipse via a point source radiation vector potential"
Reviewers: sergey, brecht, fclem
Differential Revision: https://developer.blender.org/D3171
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
When using the Normal output of the Texture Coordinate node on Point and Spot lamps, the coordinates now depend on the rotation of the lamp.
On Area lamps, the Parametric output of the Geometry node now returns UV coordinates on the area lamp.
Credit for the Area lamp part goes to Stefan Werner (from D1995).
There were two issues:
1. Memory leak: std:;erase does not call delete on the
pointer (which is actually a good idea),
2. After MIS was disabled in viewport render there was
no way to bring MIS back.
Now instead of removing light from the scene data we
kind of tagging it for an ignore. Possible cleanup
would be to add Light::is_enabled and use that instead
of passing weird and wonderful function arguments.
This patch adds support for light portals: objects that help sampling the
environment light, therefore improving convergence. Using them tor other
lights in a unidirectional pathtracer is virtually useless.
The sampling is done with the area-preserving code already used for area lamps.
MIS is used both for combination of different portals and for combining portal-
and envmap-sampling.
The direction of portals is considered, they aren't used if the sampling point
is behind them.
Reviewers: sergey, dingto, #cycles
Reviewed By: dingto, #cycles
Subscribers: Lapineige, nutel, jtheninja, dsisco11, januz, vitorbalbio, candreacchio, TARDISMaker, lichtwerk, ace_dragon, marcog, mib2berlin, Tunge, lopataasdf, lordodin, sergey, dingto
Differential Revision: https://developer.blender.org/D1133
multiple importance sampling, so you can disable them for diffuse/glossy/transmission.
The Light Path node here is still weak and does not give this info. To make that
work we'd need to evaluate the shader multiple times which is slow and we can't
detect well enough when it is actually needed.
direct and indirect lighting differently. Rather than picking one light for each
point on the path, it now loops over all lights for direct lighting. For indirect
lighting it still picks a random light each time.
It gives control over the number of AA samples, and the number of Diffuse, Glossy,
Transmission, AO, Mesh Light, Background and Lamp samples for each AA sample.
This helps tuning render performance/noise and tends to give less noise for renders
dominated by direct lighting.
This sampling mode only works on the CPU, and still needs proper tile rendering
to show progress (will follow tommorrow or so), because each AA sample can be quite
slow now and so the delay between each update wil be too long.
By default lighting from the world is computed solely with indirect light
sampling. However for more complex environment maps this can be too noisy, as
sampling the BSDF may not easily find the highlights in the environment map
image. By enabling this option, the world background will be sampled as a lamp,
with lighter parts automatically given more samples.
Map Resolution specifies the size of the importance map (res x res). Before
rendering starts, an importance map is generated by "baking" a grayscale image
from the world shader. This will then be used to determine which parts of the
background are light and so should receive more samples than darker parts.
Higher resolutions will result in more accurate sampling but take more setup
time and memory.
Patch by Mike Farnsworth, thanks!