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
This commit is contained in:
Lukas Stockner 2018-07-26 16:48:15 +02:00
parent 1c41dbb079
commit d6e769d32e
Notes: blender-bot 2024-01-31 11:35:08 +01:00
Referenced by issue #56262, Bump Node produces black artifacts at grazing angles
Referenced by issue #56209, Normal map node produces wrong result after reflection fix patch
6 changed files with 67 additions and 0 deletions

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@ -184,6 +184,35 @@ ccl_device float2 regular_polygon_sample(float corners, float rotation, float u,
return make_float2(cr*p.x - sr*p.y, sr*p.x + cr*p.y);
}
ccl_device float3 ensure_valid_reflection(float3 Ng, float3 I, float3 N)
{
float3 R = 2*dot(N, I)*N - I;
if(dot(Ng, R) >= 0.05f) {
return N;
}
/* Form coordinate system with Ng as the Z axis and N inside the X-Z-plane.
* The X axis is found by normalizing the component of N that's orthogonal to Ng.
* The Y axis isn't actually needed.
*/
float3 X = normalize(N - dot(N, Ng)*Ng);
/* Calculate N.z and N.x in the local coordinate system. */
float Iz = dot(I, Ng);
float Ix2 = sqr(dot(I, X)), Iz2 = sqr(Iz);
float Ix2Iz2 = Ix2 + Iz2;
float a = sqrtf(Ix2*(Ix2Iz2 - sqr(0.05f)));
float b = Iz*0.05f + Ix2Iz2;
float c = (a + b > 0.0f)? (a + b) : (-a + b);
float Nz = sqrtf(0.5f * c * (1.0f / Ix2Iz2));
float Nx = sqrtf(1.0f - sqr(Nz));
/* Transform back into global coordinates. */
return Nx*X + Nz*Ng;
}
CCL_NAMESPACE_END
#endif /* __KERNEL_MONTECARLO_CL__ */

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@ -64,5 +64,7 @@ surface node_bump(
if (use_object_space) {
NormalOut = normalize(transform("object", "world", NormalOut));
}
NormalOut = ensure_valid_reflection(Ng, I, NormalOut);
}

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@ -88,5 +88,7 @@ shader node_normal_map(
if (Strength != 1.0)
Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));
Normal = ensure_valid_reflection(Ng, I, Normal);
}

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@ -282,6 +282,36 @@ point rotate (point p, float angle, point a, point b)
return transform (M, p-a) + a;
}
normal ensure_valid_reflection(normal Ng, vector I, normal N)
{
float sqr(float x) { return x*x; }
vector R = 2*dot(N, I)*N - I;
if (dot(Ng, R) >= 0.05) {
return N;
}
/* Form coordinate system with Ng as the Z axis and N inside the X-Z-plane.
* The X axis is found by normalizing the component of N that's orthogonal to Ng.
* The Y axis isn't actually needed.
*/
vector X = normalize(N - dot(N, Ng)*Ng);
/* Calculate N.z and N.x in the local coordinate system. */
float Ix = dot(I, X), Iz = dot(I, Ng);
float Ix2 = sqr(dot(I, X)), Iz2 = sqr(dot(I, Ng));
float Ix2Iz2 = Ix2 + Iz2;
float a = sqrt(Ix2*(Ix2Iz2 - sqr(0.05)));
float b = Iz*0.05 + Ix2Iz2;
float c = (a + b > 0.0)? (a + b) : (-a + b);
float Nz = sqrt(0.5 * c * (1.0 / Ix2Iz2));
float Nx = sqrt(1.0 - sqr(Nz));
/* Transform back into global coordinates. */
return Nx*X + Nz*Ng;
}
// Color functions

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@ -75,6 +75,8 @@ ccl_device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stac
object_normal_transform(kg, sd, &normal_out);
}
normal_out = ensure_valid_reflection(sd->Ng, sd->I, normal_out);
stack_store_float3(stack, node.w, normal_out);
#endif
}

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@ -345,6 +345,8 @@ ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *st
N = safe_normalize(sd->N + (N - sd->N)*strength);
}
N = ensure_valid_reflection(sd->Ng, sd->I, N);
if(is_zero(N)) {
N = sd->N;
}