Merge branch 'master' into blender2.8

This commit is contained in:
Brecht Van Lommel 2018-02-09 20:36:37 +01:00
commit 832f7a6648
28 changed files with 426 additions and 87 deletions

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@ -130,10 +130,13 @@ def displacement_nodes_insert():
if check_is_new_shading_material(material):
displacement_node_insert(material, material.node_tree, traversed)
def displacement_node_space(node):
def displacement_principled_nodes(node):
if node.bl_idname == 'ShaderNodeDisplacement':
if node.space != 'WORLD':
node.space = 'OBJECT'
if node.bl_idname == 'ShaderNodeBsdfPrincipled':
if node.subsurface_method != 'RANDOM_WALK':
node.subsurface_method = 'BURLEY'
def mapping_node_order_flip(node):
@ -373,4 +376,4 @@ def do_versions(self):
if not cmat.is_property_set("displacement_method"):
cmat.displacement_method = 'BUMP'
foreach_cycles_node(displacement_node_space)
foreach_cycles_node(displacement_principled_nodes)

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@ -427,6 +427,9 @@ static ShaderNode *add_node(Scene *scene,
case BL::ShaderNodeSubsurfaceScattering::falloff_BURLEY:
subsurface->falloff = CLOSURE_BSSRDF_BURLEY_ID;
break;
case BL::ShaderNodeSubsurfaceScattering::falloff_RANDOM_WALK:
subsurface->falloff = CLOSURE_BSSRDF_RANDOM_WALK_ID;
break;
}
node = subsurface;
@ -526,6 +529,14 @@ static ShaderNode *add_node(Scene *scene,
principled->distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID;
break;
}
switch (b_principled_node.subsurface_method()) {
case BL::ShaderNodeBsdfPrincipled::subsurface_method_BURLEY:
principled->subsurface_method = CLOSURE_BSSRDF_PRINCIPLED_ID;
break;
case BL::ShaderNodeBsdfPrincipled::subsurface_method_RANDOM_WALK:
principled->subsurface_method = CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID;
break;
}
node = principled;
}
else if(b_node.is_a(&RNA_ShaderNodeBsdfTranslucent)) {

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@ -30,9 +30,7 @@
#include "kernel/closure/bsdf_principled_diffuse.h"
#include "kernel/closure/bsdf_principled_sheen.h"
#include "kernel/closure/bssrdf.h"
#ifdef __VOLUME__
# include "kernel/closure/volume.h"
#endif
#include "kernel/closure/volume.h"
CCL_NAMESPACE_BEGIN

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@ -373,7 +373,9 @@ ccl_device int bssrdf_setup(ShaderData *sd, Bssrdf *bssrdf, ClosureType type)
if(bssrdf_channels < 3) {
/* Add diffuse BSDF if any radius too small. */
#ifdef __PRINCIPLED__
if(type == CLOSURE_BSSRDF_PRINCIPLED_ID) {
if(type == CLOSURE_BSSRDF_PRINCIPLED_ID ||
type == CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID)
{
float roughness = bssrdf->roughness;
float3 N = bssrdf->N;
@ -408,7 +410,9 @@ ccl_device int bssrdf_setup(ShaderData *sd, Bssrdf *bssrdf, ClosureType type)
bssrdf->sharpness = saturate(bssrdf->sharpness);
if(type == CLOSURE_BSSRDF_BURLEY_ID ||
type == CLOSURE_BSSRDF_PRINCIPLED_ID)
type == CLOSURE_BSSRDF_PRINCIPLED_ID ||
type == CLOSURE_BSSRDF_RANDOM_WALK_ID ||
type == CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID)
{
bssrdf_burley_setup(bssrdf);
}

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@ -83,35 +83,45 @@ ccl_device float3 volume_henyey_greenstein_eval_phase(const ShaderClosure *sc, c
return make_float3(*pdf, *pdf, *pdf);
}
ccl_device float3 henyey_greenstrein_sample(float3 D, float g, float randu, float randv, float *pdf)
{
/* match pdf for small g */
float cos_theta;
bool isotropic = fabsf(g) < 1e-3f;
if(isotropic) {
cos_theta = (1.0f - 2.0f * randu);
if(pdf) {
*pdf = M_1_PI_F * 0.25f;
}
}
else {
float k = (1.0f - g * g) / (1.0f - g + 2.0f * g * randu);
cos_theta = (1.0f + g * g - k * k) / (2.0f * g);
if(pdf) {
*pdf = single_peaked_henyey_greenstein(cos_theta, g);
}
}
float sin_theta = safe_sqrtf(1.0f - cos_theta * cos_theta);
float phi = M_2PI_F * randv;
float3 dir = make_float3(sin_theta * cosf(phi), sin_theta * sinf(phi), cos_theta);
float3 T, B;
make_orthonormals(D, &T, &B);
dir = dir.x * T + dir.y * B + dir.z * D;
return dir;
}
ccl_device int volume_henyey_greenstein_sample(const ShaderClosure *sc, float3 I, float3 dIdx, float3 dIdy, float randu, float randv,
float3 *eval, float3 *omega_in, float3 *domega_in_dx, float3 *domega_in_dy, float *pdf)
{
const HenyeyGreensteinVolume *volume = (const HenyeyGreensteinVolume*)sc;
float g = volume->g;
float cos_phi, sin_phi, cos_theta;
/* match pdf for small g */
if(fabsf(g) < 1e-3f) {
cos_theta = (1.0f - 2.0f * randu);
*pdf = M_1_PI_F * 0.25f;
}
else {
float k = (1.0f - g * g) / (1.0f - g + 2.0f * g * randu);
cos_theta = (1.0f + g * g - k * k) / (2.0f * g);
*pdf = single_peaked_henyey_greenstein(cos_theta, g);
}
float sin_theta = safe_sqrtf(1.0f - cos_theta * cos_theta);
float phi = M_2PI_F * randv;
cos_phi = cosf(phi);
sin_phi = sinf(phi);
/* note that I points towards the viewer and so is used negated */
float3 T, B;
make_orthonormals(-I, &T, &B);
*omega_in = sin_theta * cos_phi * T + sin_theta * sin_phi * B + cos_theta * (-I);
*omega_in = henyey_greenstrein_sample(-I, g, randu, randv, pdf);
*eval = make_float3(*pdf, *pdf, *pdf); /* perfect importance sampling */
#ifdef __RAY_DIFFERENTIALS__

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@ -248,23 +248,30 @@ ccl_device_inline void motion_triangle_intersect_local(
motion_triangle_vertices(kg, local_object, prim, time, verts);
/* Ray-triangle intersection, unoptimized. */
float t, u, v;
if(ray_triangle_intersect(P,
dir,
tmax,
if(!ray_triangle_intersect(P,
dir,
tmax,
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
(ssef*)verts,
(ssef*)verts,
#else
verts[0], verts[1], verts[2],
verts[0], verts[1], verts[2],
#endif
&u, &v, &t))
&u, &v, &t))
{
return;
}
int hit;
if(lcg_state) {
/* Record up to max_hits intersections. */
for(int i = min(max_hits, local_isect->num_hits) - 1; i >= 0; --i) {
if(local_isect->hits[i].t == t) {
return;
}
}
local_isect->num_hits++;
int hit;
if(local_isect->num_hits <= max_hits) {
hit = local_isect->num_hits - 1;
}
@ -277,18 +284,29 @@ ccl_device_inline void motion_triangle_intersect_local(
if(hit >= max_hits)
return;
}
/* Record intersection. */
Intersection *isect = &local_isect->hits[hit];
isect->t = t;
isect->u = u;
isect->v = v;
isect->prim = prim_addr;
isect->object = object;
isect->type = PRIMITIVE_MOTION_TRIANGLE;
/* Record geometric normal. */
local_isect->Ng[hit] = normalize(cross(verts[1] - verts[0],
verts[2] - verts[0]));
}
else {
/* Record closest intersection only. */
if(local_isect->num_hits && t > local_isect->hits[0].t) {
return;
}
hit = 0;
local_isect->num_hits = 1;
}
/* Record intersection. */
Intersection *isect = &local_isect->hits[hit];
isect->t = t;
isect->u = u;
isect->v = v;
isect->prim = prim_addr;
isect->object = object;
isect->type = PRIMITIVE_MOTION_TRIANGLE;
/* Record geometric normal. */
local_isect->Ng[hit] = normalize(cross(verts[1] - verts[0],
verts[2] - verts[0]));
}
#endif /* __BVH_LOCAL__ */

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@ -118,28 +118,40 @@ ccl_device_inline void triangle_intersect_local(
return;
}
for(int i = min(max_hits, local_isect->num_hits) - 1; i >= 0; --i) {
if(local_isect->hits[i].t == t) {
return;
int hit;
if(lcg_state) {
/* Record up to max_hits intersections. */
for(int i = min(max_hits, local_isect->num_hits) - 1; i >= 0; --i) {
if(local_isect->hits[i].t == t) {
return;
}
}
local_isect->num_hits++;
if(local_isect->num_hits <= max_hits) {
hit = local_isect->num_hits - 1;
}
else {
/* reservoir sampling: if we are at the maximum number of
* hits, randomly replace element or skip it */
hit = lcg_step_uint(lcg_state) % local_isect->num_hits;
if(hit >= max_hits)
return;
}
}
local_isect->num_hits++;
int hit;
if(local_isect->num_hits <= max_hits) {
hit = local_isect->num_hits - 1;
}
else {
/* reservoir sampling: if we are at the maximum number of
* hits, randomly replace element or skip it */
hit = lcg_step_uint(lcg_state) % local_isect->num_hits;
if(hit >= max_hits)
/* Record closest intersection only. */
if(local_isect->num_hits && t > local_isect->hits[0].t) {
return;
}
hit = 0;
local_isect->num_hits = 1;
}
/* record intersection */
/* Record intersection. */
Intersection *isect = &local_isect->hits[hit];
isect->prim = prim_addr;
isect->object = object;

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@ -32,12 +32,12 @@
#include "kernel/kernel_light.h"
#include "kernel/kernel_passes.h"
#ifdef __SUBSURFACE__
# include "kernel/kernel_subsurface.h"
#if defined(__VOLUME__) || defined(__SUBSURFACE__)
# include "kernel/kernel_volume.h"
#endif
#ifdef __VOLUME__
# include "kernel/kernel_volume.h"
#ifdef __SUBSURFACE__
# include "kernel/kernel_subsurface.h"
#endif
#include "kernel/kernel_path_state.h"

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@ -350,6 +350,7 @@ ccl_device void kernel_branched_path_subsurface_scatter(KernelGlobals *kg,
int num_hits = subsurface_scatter_multi_intersect(kg,
&ss_isect,
sd,
&hit_state,
sc,
&lcg_state,
bssrdf_u, bssrdf_v,

View File

@ -51,6 +51,7 @@ bool kernel_path_subsurface_scatter(
int num_hits = subsurface_scatter_multi_intersect(kg,
&ss_isect,
sd,
state,
sc,
&lcg_state,
bssrdf_u, bssrdf_v,

View File

@ -20,7 +20,6 @@ CCL_NAMESPACE_BEGIN
*
* BSSRDF Importance Sampling, SIGGRAPH 2013
* http://library.imageworks.com/pdfs/imageworks-library-BSSRDF-sampling.pdf
*
*/
ccl_device_inline float3 subsurface_scatter_eval(ShaderData *sd,
@ -41,7 +40,7 @@ ccl_device_inline float3 subsurface_scatter_eval(ShaderData *sd,
for(int i = 0; i < sd->num_closure; i++) {
sc = &sd->closure[i];
if(CLOSURE_IS_BSSRDF(sc->type)) {
if(CLOSURE_IS_DISK_BSSRDF(sc->type)) {
sample_weight_sum += sc->sample_weight;
}
}
@ -52,7 +51,7 @@ ccl_device_inline float3 subsurface_scatter_eval(ShaderData *sd,
for(int i = 0; i < sd->num_closure; i++) {
sc = &sd->closure[i];
if(CLOSURE_IS_BSSRDF(sc->type)) {
if(CLOSURE_IS_DISK_BSSRDF(sc->type)) {
/* in case of branched path integrate we sample all bssrdf's once,
* for path trace we pick one, so adjust pdf for that */
float sample_weight = (all)? 1.0f: sc->sample_weight * sample_weight_inv;
@ -79,7 +78,9 @@ ccl_device void subsurface_scatter_setup_diffuse_bsdf(KernelGlobals *kg, ShaderD
if(hit) {
Bssrdf *bssrdf = (Bssrdf *)sc;
#ifdef __PRINCIPLED__
if(bssrdf->type == CLOSURE_BSSRDF_PRINCIPLED_ID) {
if(bssrdf->type == CLOSURE_BSSRDF_PRINCIPLED_ID ||
bssrdf->type == CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID)
{
PrincipledDiffuseBsdf *bsdf = (PrincipledDiffuseBsdf*)bsdf_alloc(sd, sizeof(PrincipledDiffuseBsdf), weight);
if(bsdf) {
@ -166,7 +167,7 @@ ccl_device void subsurface_color_bump_blur(KernelGlobals *kg,
/* Subsurface scattering step, from a point on the surface to other
* nearby points on the same object.
*/
ccl_device_inline int subsurface_scatter_multi_intersect(
ccl_device_inline int subsurface_scatter_disk(
KernelGlobals *kg,
LocalIntersection *ss_isect,
ShaderData *sd,
@ -433,5 +434,202 @@ ccl_device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, ccl_a
subsurface_scatter_setup_diffuse_bsdf(kg, sd, sc, eval, (ss_isect.num_hits > 0), N);
}
/* Random walk subsurface scattering.
*
* "Practical and Controllable Subsurface Scattering for Production Path
* Tracing". Matt Jen-Yuan Chiang, Peter Kutz, Brent Burley. SIGGRAPH 2016. */
ccl_device void subsurface_random_walk_remap(
const float A,
const float d,
float *sigma_t,
float *sigma_s)
{
/* Compute attenuation and scattering coefficients from albedo. */
const float a = 1.0f - expf(A * (-5.09406f + A * (2.61188f - A * 4.31805f)));
const float s = 1.9f - A + 3.5f * sqr(A - 0.8f);
*sigma_t = 1.0f / fmaxf(d * s, 1e-16f);
*sigma_s = *sigma_t * a;
}
ccl_device void subsurface_random_walk_coefficients(
const ShaderClosure *sc,
float3 *sigma_t,
float3 *sigma_s,
float3 *weight)
{
const Bssrdf *bssrdf = (const Bssrdf*)sc;
const float3 A = bssrdf->albedo;
const float3 d = bssrdf->radius;
float sigma_t_x, sigma_t_y, sigma_t_z;
float sigma_s_x, sigma_s_y, sigma_s_z;
subsurface_random_walk_remap(A.x, d.x, &sigma_t_x, &sigma_s_x);
subsurface_random_walk_remap(A.y, d.y, &sigma_t_y, &sigma_s_y);
subsurface_random_walk_remap(A.z, d.z, &sigma_t_z, &sigma_s_z);
*sigma_t = make_float3(sigma_t_x, sigma_t_y, sigma_t_z);
*sigma_s = make_float3(sigma_s_x, sigma_s_y, sigma_s_z);
/* Closure mixing and Fresnel weights separate from albedo. */
*weight = safe_divide_color(bssrdf->weight, A);
}
ccl_device_noinline bool subsurface_random_walk(
KernelGlobals *kg,
LocalIntersection *ss_isect,
ShaderData *sd,
ccl_addr_space PathState *state,
const ShaderClosure *sc,
const float bssrdf_u,
const float bssrdf_v)
{
/* Sample diffuse surface scatter into the object. */
float3 D;
float pdf;
sample_cos_hemisphere(-sd->N, bssrdf_u, bssrdf_v, &D, &pdf);
if(dot(-sd->Ng, D) <= 0.0f) {
return 0;
}
/* Convert subsurface to volume coefficients. */
float3 sigma_t, sigma_s;
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
subsurface_random_walk_coefficients(sc, &sigma_t, &sigma_s, &throughput);
/* Setup ray. */
#ifdef __SPLIT_KERNEL__
Ray ray_object = ss_isect->ray;
Ray *ray = &ray_object;
#else
Ray *ray = &ss_isect->ray;
#endif
ray->P = ray_offset(sd->P, -sd->Ng);
ray->D = D;
ray->t = FLT_MAX;
ray->time = sd->time;
/* Modify state for RNGs, decorrelated from other paths. */
uint prev_rng_offset = state->rng_offset;
uint prev_rng_hash = state->rng_hash;
state->rng_hash = cmj_hash(state->rng_hash + state->rng_offset, 0xdeadbeef);
/* Random walk until we hit the surface again. */
bool hit = false;
for(int bounce = 0; bounce < BSSRDF_MAX_BOUNCES; bounce++) {
/* Advance random number offset. */
state->rng_offset += PRNG_BOUNCE_NUM;
if(bounce > 0) {
/* Sample scattering direction. */
const float anisotropy = 0.0f;
float scatter_u, scatter_v;
path_state_rng_2D(kg, state, PRNG_BSDF_U, &scatter_u, &scatter_v);
ray->D = henyey_greenstrein_sample(ray->D, anisotropy, scatter_u, scatter_v, NULL);
}
/* Sample color channel, use MIS with balance heuristic. */
float rphase = path_state_rng_1D(kg, state, PRNG_PHASE_CHANNEL);
float3 albedo = safe_divide_color(sigma_s, sigma_t);
float3 channel_pdf;
int channel = kernel_volume_sample_channel(albedo, throughput, rphase, &channel_pdf);
/* Distance sampling. */
float rdist = path_state_rng_1D(kg, state, PRNG_SCATTER_DISTANCE);
float sample_sigma_t = kernel_volume_channel_get(sigma_t, channel);
float t = -logf(1.0f - rdist)/sample_sigma_t;
ray->t = t;
scene_intersect_local(kg, *ray, ss_isect, sd->object, NULL, 1);
hit = (ss_isect->num_hits > 0);
if(hit) {
/* Compute world space distance to surface hit. */
float3 D = ray->D;
object_inverse_dir_transform(kg, sd, &D);
D = normalize(D) * ss_isect->hits[0].t;
object_dir_transform(kg, sd, &D);
t = len(D);
}
/* Advance to new scatter location. */
ray->P += t * ray->D;
/* Update throughput. */
float3 transmittance = volume_color_transmittance(sigma_t, t);
float pdf = dot(channel_pdf, (hit)? transmittance: sigma_t * transmittance);
throughput *= ((hit)? transmittance: sigma_s * transmittance) / pdf;
if(hit) {
/* If we hit the surface, we are done. */
break;
}
/* Russian roulette. */
float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE);
float probability = min(max3(fabs(throughput)), 1.0f);
if(terminate >= probability) {
break;
}
throughput /= probability;
}
kernel_assert(isfinite_safe(throughput.x) &&
isfinite_safe(throughput.y) &&
isfinite_safe(throughput.z));
state->rng_offset = prev_rng_offset;
state->rng_hash = prev_rng_hash;
/* Return number of hits in ss_isect. */
if(!hit) {
return 0;
}
/* TODO: gain back performance lost from merging with disk BSSRDF. We
* only need to return on hit so this indirect ray push/pop overhead
* is not actually needed, but it does keep the code simpler. */
ss_isect->weight[0] = throughput;
#ifdef __SPLIT_KERNEL__
ss_isect->ray = *ray;
#endif
return 1;
}
ccl_device_inline int subsurface_scatter_multi_intersect(
KernelGlobals *kg,
LocalIntersection *ss_isect,
ShaderData *sd,
ccl_addr_space PathState *state,
const ShaderClosure *sc,
uint *lcg_state,
float bssrdf_u,
float bssrdf_v,
bool all)
{
if(CLOSURE_IS_DISK_BSSRDF(sc->type)) {
return subsurface_scatter_disk(kg,
ss_isect,
sd,
sc,
lcg_state,
bssrdf_u,
bssrdf_v,
all);
}
else {
return subsurface_random_walk(kg,
ss_isect,
sd,
state,
sc,
bssrdf_u,
bssrdf_v);
}
}
CCL_NAMESPACE_END

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@ -46,6 +46,7 @@ CCL_NAMESPACE_BEGIN
#define BSSRDF_MIN_RADIUS 1e-8f
#define BSSRDF_MAX_HITS 4
#define BSSRDF_MAX_BOUNCES 256
#define LOCAL_MAX_HITS 4
#define BECKMANN_TABLE_SIZE 256

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@ -35,6 +35,8 @@ typedef struct VolumeShaderCoefficients {
float3 emission;
} VolumeShaderCoefficients;
#ifdef __VOLUME__
/* evaluate shader to get extinction coefficient at P */
ccl_device_inline bool volume_shader_extinction_sample(KernelGlobals *kg,
ShaderData *sd,
@ -92,6 +94,8 @@ ccl_device_inline bool volume_shader_sample(KernelGlobals *kg,
return true;
}
#endif /* __VOLUME__ */
ccl_device float3 volume_color_transmittance(float3 sigma, float t)
{
return make_float3(expf(-sigma.x * t), expf(-sigma.y * t), expf(-sigma.z * t));
@ -102,6 +106,8 @@ ccl_device float kernel_volume_channel_get(float3 value, int channel)
return (channel == 0)? value.x: ((channel == 1)? value.y: value.z);
}
#ifdef __VOLUME__
ccl_device bool volume_stack_is_heterogeneous(KernelGlobals *kg, ccl_addr_space VolumeStack *stack)
{
for(int i = 0; stack[i].shader != SHADER_NONE; i++) {
@ -239,6 +245,8 @@ ccl_device_noinline void kernel_volume_shadow(KernelGlobals *kg,
kernel_volume_shadow_homogeneous(kg, state, ray, shadow_sd, throughput);
}
#endif /* __VOLUME__ */
/* Equi-angular sampling as in:
* "Importance Sampling Techniques for Path Tracing in Participating Media" */
@ -369,6 +377,8 @@ ccl_device int kernel_volume_sample_channel(float3 albedo, float3 throughput, fl
}
}
#ifdef __VOLUME__
/* homogeneous volume: assume shader evaluation at the start gives
* the volume shading coefficient for the entire line segment */
ccl_device VolumeIntegrateResult kernel_volume_integrate_homogeneous(
@ -1346,4 +1356,6 @@ ccl_device_inline void kernel_volume_clean_stack(KernelGlobals *kg,
}
}
#endif /* __VOLUME__ */
CCL_NAMESPACE_END

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@ -52,6 +52,8 @@ static ustring u_cubic("cubic");
static ustring u_gaussian("gaussian");
static ustring u_burley("burley");
static ustring u_principled("principled");
static ustring u_random_walk("random_walk");
static ustring u_principled_random_walk("principled_random_walk");
class CBSSRDFClosure : public CClosurePrimitive {
public:
@ -79,6 +81,12 @@ public:
else if (method == u_principled) {
alloc(sd, path_flag, weight, CLOSURE_BSSRDF_PRINCIPLED_ID);
}
else if (method == u_random_walk) {
alloc(sd, path_flag, weight, CLOSURE_BSSRDF_RANDOM_WALK_ID);
}
else if (method == u_principled_random_walk) {
alloc(sd, path_flag, weight, CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID);
}
}
void alloc(ShaderData *sd, int path_flag, float3 weight, ClosureType type)

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@ -19,6 +19,7 @@
shader node_principled_bsdf(
string distribution = "Multiscatter GGX",
string subsurface_method = "burley",
color BaseColor = color(0.8, 0.8, 0.8),
float Subsurface = 0.0,
vector SubsurfaceRadius = vector(1.0, 1.0, 1.0),
@ -58,8 +59,14 @@ shader node_principled_bsdf(
if (diffuse_weight > 1e-5) {
if (Subsurface > 1e-5) {
color mixed_ss_base_color = SubsurfaceColor * Subsurface + BaseColor * (1.0 - Subsurface);
BSDF = mixed_ss_base_color * bssrdf("principled", Normal, Subsurface * SubsurfaceRadius, SubsurfaceColor, "roughness", Roughness);
} else {
if (subsurface_method == "burley") {
BSDF = mixed_ss_base_color * bssrdf("principled", Normal, Subsurface * SubsurfaceRadius, SubsurfaceColor, "roughness", Roughness);
}
else {
BSDF = mixed_ss_base_color * bssrdf("principled_random_walk", Normal, Subsurface * SubsurfaceRadius, SubsurfaceColor, "roughness", Roughness);
}
}
else {
BSDF = BaseColor * principled_diffuse(Normal, Roughness);
}

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@ -30,7 +30,9 @@ shader node_subsurface_scattering(
BSSRDF = Color * bssrdf("gaussian", Normal, Scale * Radius, Color, "texture_blur", TextureBlur);
else if (falloff == "cubic")
BSSRDF = Color * bssrdf("cubic", Normal, Scale * Radius, Color, "texture_blur", TextureBlur, "sharpness", Sharpness);
else
else if (falloff == "burley")
BSSRDF = Color * bssrdf("burley", Normal, Scale * Radius, Color, "texture_blur", TextureBlur);
else
BSSRDF = Color * bssrdf("random_walk", Normal, Scale * Radius, Color, "texture_blur", TextureBlur);
}

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@ -85,6 +85,7 @@ ccl_device_noinline bool kernel_split_branched_path_subsurface_indirect_light_it
branched_state->num_hits = subsurface_scatter_multi_intersect(kg,
&ss_isect_private,
sd,
hit_state,
sc,
&lcg_state,
bssrdf_u, bssrdf_v,

View File

@ -114,7 +114,8 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
float transmission_roughness = stack_load_float(stack, transmission_roughness_offset);
float eta = fmaxf(stack_load_float(stack, eta_offset), 1e-5f);
ClosureType distribution = stack_valid(data_node2.y) ? (ClosureType) data_node2.y : CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID;
ClosureType distribution = (ClosureType) data_node2.y;
ClosureType subsurface_method = (ClosureType) data_node2.z;
/* rotate tangent */
if(anisotropic_rotation != 0.0f)
@ -193,7 +194,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
bssrdf->roughness = roughness;
/* setup bsdf */
sd->flag |= bssrdf_setup(sd, bssrdf, (ClosureType)CLOSURE_BSSRDF_PRINCIPLED_ID);
sd->flag |= bssrdf_setup(sd, bssrdf, subsurface_method);
}
}
}
@ -764,7 +765,8 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
#ifdef __SUBSURFACE__
case CLOSURE_BSSRDF_CUBIC_ID:
case CLOSURE_BSSRDF_GAUSSIAN_ID:
case CLOSURE_BSSRDF_BURLEY_ID: {
case CLOSURE_BSSRDF_BURLEY_ID:
case CLOSURE_BSSRDF_RANDOM_WALK_ID: {
float3 weight = sd->svm_closure_weight * mix_weight;
Bssrdf *bssrdf = bssrdf_alloc(sd, weight);
@ -780,6 +782,7 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
bssrdf->texture_blur = param2;
bssrdf->sharpness = stack_load_float(stack, data_node.w);
bssrdf->N = N;
bssrdf->roughness = 0.0f;
sd->flag |= bssrdf_setup(sd, bssrdf, (ClosureType)type);
}

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@ -446,6 +446,8 @@ typedef enum ClosureType {
CLOSURE_BSSRDF_GAUSSIAN_ID,
CLOSURE_BSSRDF_PRINCIPLED_ID,
CLOSURE_BSSRDF_BURLEY_ID,
CLOSURE_BSSRDF_RANDOM_WALK_ID,
CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID,
/* Other */
CLOSURE_HOLDOUT_ID,
@ -477,8 +479,9 @@ typedef enum ClosureType {
#define CLOSURE_IS_BSDF_MICROFACET(type) ((type >= CLOSURE_BSDF_MICROFACET_GGX_ID && type <= CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID) ||\
(type >= CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID && type <= CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID) ||\
(type == CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_FRESNEL_ID))
#define CLOSURE_IS_BSDF_OR_BSSRDF(type) (type <= CLOSURE_BSSRDF_BURLEY_ID)
#define CLOSURE_IS_BSSRDF(type) (type >= CLOSURE_BSSRDF_CUBIC_ID && type <= CLOSURE_BSSRDF_BURLEY_ID)
#define CLOSURE_IS_BSDF_OR_BSSRDF(type) (type <= CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID)
#define CLOSURE_IS_BSSRDF(type) (type >= CLOSURE_BSSRDF_CUBIC_ID && type <= CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID)
#define CLOSURE_IS_DISK_BSSRDF(type) (type >= CLOSURE_BSSRDF_CUBIC_ID && type <= CLOSURE_BSSRDF_BURLEY_ID)
#define CLOSURE_IS_VOLUME(type) (type >= CLOSURE_VOLUME_ID && type <= CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID)
#define CLOSURE_IS_VOLUME_SCATTER(type) (type == CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID)
#define CLOSURE_IS_VOLUME_ABSORPTION(type) (type == CLOSURE_VOLUME_ABSORPTION_ID)

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@ -187,7 +187,10 @@ void Integrator::device_update(Device *device, DeviceScene *dscene, Scene *scene
max_samples = max(max_samples, volume_samples);
}
max_samples *= (max_bounce + transparent_max_bounce + 3 + BSSRDF_MAX_HITS);
uint total_bounces = max_bounce + transparent_max_bounce + 3 +
max(BSSRDF_MAX_HITS, BSSRDF_MAX_BOUNCES);
max_samples *= total_bounces;
int dimensions = PRNG_BASE_NUM + max_samples*PRNG_BOUNCE_NUM;
dimensions = min(dimensions, SOBOL_MAX_DIMENSIONS);

View File

@ -2312,6 +2312,12 @@ NODE_DEFINE(PrincipledBsdfNode)
distribution_enum.insert("GGX", CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID);
distribution_enum.insert("Multiscatter GGX", CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID);
SOCKET_ENUM(distribution, "Distribution", distribution_enum, CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID);
static NodeEnum subsurface_method_enum;
subsurface_method_enum.insert("burley", CLOSURE_BSSRDF_PRINCIPLED_ID);
subsurface_method_enum.insert("random_walk", CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID);
SOCKET_ENUM(subsurface_method, "Subsurface Method", subsurface_method_enum, CLOSURE_BSSRDF_PRINCIPLED_ID);
SOCKET_IN_COLOR(base_color, "Base Color", make_float3(0.8f, 0.8f, 0.8f));
SOCKET_IN_COLOR(subsurface_color, "Subsurface Color", make_float3(0.8f, 0.8f, 0.8f));
SOCKET_IN_FLOAT(metallic, "Metallic", 0.0f);
@ -2410,7 +2416,7 @@ void PrincipledBsdfNode::compile(SVMCompiler& compiler, ShaderInput *p_metallic,
compiler.encode_uchar4(sheen_offset, sheen_tint_offset, clearcoat_offset, clearcoat_roughness_offset));
compiler.add_node(compiler.encode_uchar4(ior_offset, transmission_offset, anisotropic_rotation_offset, transmission_roughness_offset),
distribution, SVM_STACK_INVALID, SVM_STACK_INVALID);
distribution, subsurface_method, SVM_STACK_INVALID);
float3 bc_default = get_float3(base_color_in->socket_type);
@ -2442,6 +2448,7 @@ void PrincipledBsdfNode::compile(SVMCompiler& compiler)
void PrincipledBsdfNode::compile(OSLCompiler& compiler)
{
compiler.parameter(this, "distribution");
compiler.parameter(this, "subsurface_method");
compiler.add(this, "node_principled_bsdf");
}
@ -2525,6 +2532,7 @@ NODE_DEFINE(SubsurfaceScatteringNode)
falloff_enum.insert("cubic", CLOSURE_BSSRDF_CUBIC_ID);
falloff_enum.insert("gaussian", CLOSURE_BSSRDF_GAUSSIAN_ID);
falloff_enum.insert("burley", CLOSURE_BSSRDF_BURLEY_ID);
falloff_enum.insert("random_walk", CLOSURE_BSSRDF_RANDOM_WALK_ID);
SOCKET_ENUM(falloff, "Falloff", falloff_enum, CLOSURE_BSSRDF_BURLEY_ID);
SOCKET_IN_FLOAT(scale, "Scale", 0.01f);
SOCKET_IN_VECTOR(radius, "Radius", make_float3(0.1f, 0.1f, 0.1f));

View File

@ -390,6 +390,7 @@ public:
float3 normal, clearcoat_normal, tangent;
float surface_mix_weight;
ClosureType distribution, distribution_orig;
ClosureType subsurface_method;
bool has_integrator_dependency();
void attributes(Shader *shader, AttributeRequestSet *attributes);

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@ -59,6 +59,7 @@ ccl_device_inline float3 mix(const float3& a, const float3& b, float t);
ccl_device_inline float3 rcp(const float3& a);
#endif /* !__KERNEL_OPENCL__ */
ccl_device_inline float min3(float3 a);
ccl_device_inline float max3(float3 a);
ccl_device_inline float len(const float3 a);
ccl_device_inline float len_squared(const float3 a);
@ -285,6 +286,11 @@ ccl_device_inline float3 rcp(const float3& a)
}
#endif /* !__KERNEL_OPENCL__ */
ccl_device_inline float min3(float3 a)
{
return min(min(a.x, a.y), a.z);
}
ccl_device_inline float max3(float3 a)
{
return max(max(a.x, a.y), a.z);

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@ -1032,6 +1032,12 @@ static void node_shader_buts_glossy(uiLayout *layout, bContext *UNUSED(C), Point
uiItemR(layout, ptr, "distribution", 0, "", ICON_NONE);
}
static void node_shader_buts_principled(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "distribution", 0, "", ICON_NONE);
uiItemR(layout, ptr, "subsurface_method", 0, "", ICON_NONE);
}
static void node_shader_buts_anisotropic(uiLayout *layout, bContext *UNUSED(C), PointerRNA *ptr)
{
uiItemR(layout, ptr, "distribution", 0, "", ICON_NONE);
@ -1204,9 +1210,11 @@ static void node_shader_set_butfunc(bNodeType *ntype)
case SH_NODE_BSDF_GLOSSY:
case SH_NODE_BSDF_GLASS:
case SH_NODE_BSDF_REFRACTION:
case SH_NODE_BSDF_PRINCIPLED:
ntype->draw_buttons = node_shader_buts_glossy;
break;
case SH_NODE_BSDF_PRINCIPLED:
ntype->draw_buttons = node_shader_buts_principled;
break;
case SH_NODE_BSDF_ANISOTROPIC:
ntype->draw_buttons = node_shader_buts_anisotropic;
break;

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@ -557,7 +557,9 @@ static float eval_profile(float r, short falloff_type, float sharpness, float pa
{
r = fabsf(r);
if (falloff_type == SHD_SUBSURFACE_BURLEY) {
if (falloff_type == SHD_SUBSURFACE_BURLEY ||
falloff_type == SHD_SUBSURFACE_RANDOM_WALK)
{
return burley_profile(r, param) / BURLEY_TRUNCATE_CDF;
}
else if (falloff_type == SHD_SUBSURFACE_CUBIC) {
@ -598,7 +600,9 @@ static void compute_sss_kernel(
/* Christensen-Burley fitting */
float l[3], d[3];
if (falloff_type == SHD_SUBSURFACE_BURLEY) {
if (falloff_type == SHD_SUBSURFACE_BURLEY ||
falloff_type == SHD_SUBSURFACE_RANDOM_WALK)
{
mul_v3_v3fl(l, rad, 0.25f * M_1_PI);
const float A = 1.0f;
const float s = 1.9f - A + 3.5f * (A - 0.8f) * (A - 0.8f);

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@ -1077,6 +1077,7 @@ enum {
SHD_SUBSURFACE_CUBIC = 1,
SHD_SUBSURFACE_GAUSSIAN = 2,
SHD_SUBSURFACE_BURLEY = 3,
SHD_SUBSURFACE_RANDOM_WALK = 4,
};
/* blur node */

View File

@ -3312,11 +3312,18 @@ static const EnumPropertyItem node_script_mode_items[] = {
};
static const EnumPropertyItem node_principled_distribution_items[] = {
{ SHD_GLOSSY_GGX, "GGX", 0, "GGX", "" },
{ SHD_GLOSSY_MULTI_GGX, "MULTI_GGX", 0, "Multiscatter GGX", "" },
{SHD_GLOSSY_GGX, "GGX", 0, "GGX", ""},
{SHD_GLOSSY_MULTI_GGX, "MULTI_GGX", 0, "Multiscatter GGX", ""},
{0, NULL, 0, NULL, NULL}
};
static const EnumPropertyItem node_subsurface_method_items[] = {
{SHD_SUBSURFACE_BURLEY, "BURLEY", 0, "Christensen-Burley", "Approximation to physically based volume scattering"},
{SHD_SUBSURFACE_RANDOM_WALK, "RANDOM_WALK", 0, "Random Walk", "Volumetric approximation to physically based volume scattering"},
{ 0, NULL, 0, NULL, NULL }
};
/* -- Common nodes ---------------------------------------------------------- */
static void def_group_input(StructRNA *srna)
@ -4263,6 +4270,12 @@ static void def_principled(StructRNA *srna)
RNA_def_property_enum_items(prop, node_principled_distribution_items);
RNA_def_property_ui_text(prop, "Distribution", "");
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_ShaderNodePrincipled_update");
prop = RNA_def_property(srna, "subsurface_method", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "custom2");
RNA_def_property_enum_items(prop, node_subsurface_method_items);
RNA_def_property_ui_text(prop, "Subsurface Method", "Method for rendering subsurface scattering");
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_ShaderNodePrincipled_update");
}
static void def_refraction(StructRNA *srna)
@ -4466,6 +4479,7 @@ static void def_sh_subsurface(StructRNA *srna)
{SHD_SUBSURFACE_CUBIC, "CUBIC", 0, "Cubic", "Simple cubic falloff function"},
{SHD_SUBSURFACE_GAUSSIAN, "GAUSSIAN", 0, "Gaussian", "Normal distribution, multiple can be combined to fit more complex profiles"},
{SHD_SUBSURFACE_BURLEY, "BURLEY", 0, "Christensen-Burley", "Approximation to physically based volume scattering"},
{SHD_SUBSURFACE_RANDOM_WALK, "RANDOM_WALK", 0, "Random Walk", "Volumetric approximation to physically based volume scattering"},
{0, NULL, 0, NULL, NULL}
};

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@ -61,6 +61,7 @@ static bNodeSocketTemplate sh_node_bsdf_principled_out[] = {
static void node_shader_init_principled(bNodeTree *UNUSED(ntree), bNode *node)
{
node->custom1 = SHD_GLOSSY_MULTI_GGX;
node->custom2 = SHD_SUBSURFACE_BURLEY;
}
static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *node, bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)