Implemented the Disney clearcoat as a variation of the microfacet bsdf,

removed the transparency roughness again and added an input for
anisotropic rotations
This commit is contained in:
2016-08-03 15:00:25 +02:00
parent 81f6c06b1f
commit cc267e52f2
6 changed files with 49 additions and 28 deletions

View File

@@ -37,7 +37,7 @@ CCL_NAMESPACE_BEGIN
typedef ccl_addr_space struct MicrofacetExtra {
float3 color, cspec0;
bool use_fresnel;
bool use_fresnel, is_disney_clearcoat;
} MicrofacetExtra;
typedef ccl_addr_space struct MicrofacetBsdf {
@@ -247,10 +247,11 @@ ccl_device_inline float3 microfacet_sample_stretched(
* Anisotropy is only supported for reflection currently, but adding it for
* transmission is just a matter of copying code from reflection if needed. */
ccl_device int bsdf_microfacet_ggx_setup(MicrofacetBsdf *bsdf, bool use_fresnel = false)
ccl_device int bsdf_microfacet_ggx_setup(MicrofacetBsdf *bsdf, bool use_fresnel = false, bool is_disney_clearcoat = false)
{
if (bsdf->extra) {
bsdf->extra->use_fresnel = use_fresnel;
bsdf->extra->is_disney_clearcoat = is_disney_clearcoat;
bsdf->extra->cspec0.x = saturate(bsdf->extra->cspec0.x);
bsdf->extra->cspec0.y = saturate(bsdf->extra->cspec0.y);
@@ -284,6 +285,7 @@ ccl_device int bsdf_microfacet_ggx_aniso_setup(MicrofacetBsdf *bsdf, bool use_fr
{
if (bsdf->extra) {
bsdf->extra->use_fresnel = use_fresnel;
bsdf->extra->is_disney_clearcoat = false;
bsdf->extra->cspec0.x = saturate(bsdf->extra->cspec0.x);
bsdf->extra->cspec0.y = saturate(bsdf->extra->cspec0.y);
@@ -302,6 +304,7 @@ ccl_device int bsdf_microfacet_ggx_refraction_setup(MicrofacetBsdf *bsdf, bool u
{
if (bsdf->extra) {
bsdf->extra->use_fresnel = use_fresnel;
bsdf->extra->is_disney_clearcoat = false;
bsdf->extra->cspec0.x = saturate(bsdf->extra->cspec0.x);
bsdf->extra->cspec0.y = saturate(bsdf->extra->cspec0.y);
@@ -355,6 +358,10 @@ ccl_device float3 bsdf_microfacet_ggx_eval_reflect(const ShaderClosure *sc, cons
D = alpha2 / (M_PI_F * cosThetaM4 * (alpha2 + tanThetaM2) * (alpha2 + tanThetaM2));
/* eq. 34: now calculate G1(i,m) and G1(o,m) */
if (bsdf->extra)
if (bsdf->extra->is_disney_clearcoat)
alpha2 = 0.0625f;
G1o = 2 / (1 + safe_sqrtf(1 + alpha2 * (1 - cosNO * cosNO) / (cosNO * cosNO)));
G1i = 2 / (1 + safe_sqrtf(1 + alpha2 * (1 - cosNI * cosNI) / (cosNI * cosNI)));
}
@@ -550,6 +557,13 @@ ccl_device int bsdf_microfacet_ggx_sample(KernelGlobals *kg, const ShaderClosure
float cosNI = dot(N, *omega_in);
/* eq. 34: now calculate G1(i,m) */
if (bsdf->extra)
if (bsdf->extra->is_disney_clearcoat) {
// recalculate G1o
G1o = 2 / (1 + safe_sqrtf(1 + 0.0625f * (1 - cosNO * cosNO) / (cosNO * cosNO)));
alpha2 = 0.0625f;
}
G1i = 2 / (1 + safe_sqrtf(1 + alpha2 * (1 - cosNI * cosNI) / (cosNI * cosNI)));
}
else {

View File

@@ -32,11 +32,10 @@ shader node_disney_bsdf(
float ClearcoatGloss = 1.0,
float IOR = 1.45,
float Transparency = 0.0,
float RefractionRoughness = 0.0,
float AnisotropicRotation = 0.0,
normal Normal = N,
normal ClearcoatNormal = N,
normal Tangent = normalize(dPdu),
//normal AnisotropicRotation = normal(0, 0, 0),
output closure color BSDF = 0)
{
float f = max(IOR, 1e-5);
@@ -47,8 +46,6 @@ shader node_disney_bsdf(
float transp = clamp(Transparency, 0.0, 1.0) * (1.0 - clamp(Metallic, 0.0, 1.0));
float specular_weight = (1.0 - transp);
float refr_roughness = 1.0 - (1.0 - Roughness) * (1.0 - RefractionRoughness);
if (diffuse_weight > 0.0) {
BSDF = (((Subsurface * BaseColor * bssrdf_burley(Normal, vector(1.0, 1.0, 1.0), 0.0, BaseColor)) + disney_diffuse(Normal, BaseColor, Roughness) * (1.0 - Subsurface))
+ disney_sheen(Normal, BaseColor, Sheen, SheenTint)) * diffuse_weight;
@@ -58,10 +55,10 @@ shader node_disney_bsdf(
BSDF = BSDF + specular_weight * disney_specular(Normal, Tangent, BaseColor, Metallic, Specular,
SpecularTint, Roughness, Anisotropic)
+ (1.0 - specular_weight) * (Fr * disney_specular(Normal, Tangent, BaseColor, 0.0, 12.5,
SpecularTint, Roughness, 0.0) + (1.0 - Fr) * BaseColor * microfacet_ggx_refraction(Normal, refr_roughness * refr_roughness, eta));
SpecularTint, Roughness, 0.0) + (1.0 - Fr) * BaseColor * microfacet_ggx_refraction(Normal, Roughness * Roughness, eta));
} else if (transp > 0.0) {
BSDF = BSDF + transp * (disney_specular(Normal, Tangent, BaseColor, 0.0, 12.5, SpecularTint, Roughness, 0.0)
+ BaseColor * microfacet_ggx_refraction(Normal, refr_roughness * refr_roughness, eta));
+ BaseColor * microfacet_ggx_refraction(Normal, Roughness * Roughness, eta));
}
if (Clearcoat != 0.0) {

View File

@@ -78,14 +78,14 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
switch(type) {
case CLOSURE_BSDF_DISNEY_ID: {
uint specular_offset, roughness_offset, specularTint_offset, anisotropic_offset, sheen_offset,
sheenTint_offset, clearcoat_offset, clearcoatGloss_offset, eta_offset, transparency_offset, refr_roughness_offset;
sheenTint_offset, clearcoat_offset, clearcoatGloss_offset, eta_offset, transparency_offset, anisotropic_rotation_offset;
uint tmp0;
uint4 data_node2 = read_node(kg, offset);
float3 T = stack_load_float3(stack, data_node.y);
decode_node_uchar4(data_node.z, &specular_offset, &roughness_offset, &specularTint_offset, &anisotropic_offset);
decode_node_uchar4(data_node.w, &sheen_offset, &sheenTint_offset, &clearcoat_offset, &clearcoatGloss_offset);
decode_node_uchar4(data_node2.x, &eta_offset, &transparency_offset, &refr_roughness_offset, &tmp0);
decode_node_uchar4(data_node2.x, &eta_offset, &transparency_offset, &anisotropic_rotation_offset, &tmp0);
// get disney parameters
float metallic = param1;
@@ -99,10 +99,14 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
float clearcoat = stack_load_float(stack, clearcoat_offset);
float clearcoatGloss = stack_load_float(stack, clearcoatGloss_offset);
float transparency = stack_load_float(stack, transparency_offset);
float refr_roughness = stack_load_float(stack, refr_roughness_offset);
refr_roughness = 1.0f - (1.0f - roughness) * (1.0f - refr_roughness);
float anisotropic_rotation = stack_load_float(stack, anisotropic_rotation_offset);
float eta = fmaxf(stack_load_float(stack, eta_offset), 1e-5f);
/* rotate tangent */
if (anisotropic_rotation != 0.0f)
T = rotate_around_axis(T, N, anisotropic_rotation * M_2PI_F);
/* calculate ior */
float ior = (ccl_fetch(sd, flag) & SD_BACKFACING) ? 1.0f / eta : eta;
// calculate fresnel for refraction
@@ -283,8 +287,8 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
bsdf->extra = extra;
bsdf->T = make_float3(0.0f, 0.0f, 0.0f);
bsdf->alpha_x = refr_roughness * refr_roughness;
bsdf->alpha_y = refr_roughness * refr_roughness;
bsdf->alpha_x = roughness * roughness;
bsdf->alpha_y = roughness * roughness;
bsdf->ior = ior;
bsdf->extra->color = baseColor;
@@ -302,18 +306,24 @@ ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *
if (kernel_data.integrator.caustics_reflective || (path_flag & PATH_RAY_DIFFUSE) == 0) {
#endif
if (clearcoat > 0.0f) {
float3 clearcoat_weight = weight;
float3 clearcoat_weight = 0.25f * clearcoat * weight;
float clearcoat_sample_weight = fabsf(average(clearcoat_weight));
DisneyClearcoatBsdf *bsdf = (DisneyClearcoatBsdf*)bsdf_alloc(sd, sizeof(DisneyClearcoatBsdf), clearcoat_weight);
MicrofacetBsdf *bsdf = (MicrofacetBsdf*)bsdf_alloc(sd, sizeof(MicrofacetBsdf), clearcoat_weight);
MicrofacetExtra *extra = (MicrofacetExtra*)closure_alloc_extra(sd, sizeof(MicrofacetExtra));
if (bsdf) {
if (bsdf && extra) {
bsdf->N = CN;
bsdf->clearcoat = clearcoat;
bsdf->clearcoatGloss = clearcoatGloss;
bsdf->ior = 0.0f;
bsdf->extra = extra;
bsdf->alpha_x = 0.1f * (1.0f - clearcoatGloss) + 0.001f * clearcoatGloss;
bsdf->alpha_y = 0.1f * (1.0f - clearcoatGloss) + 0.001f * clearcoatGloss;
bsdf->extra->cspec0 = make_float3(0.04f, 0.04f, 0.04f);
/* setup bsdf */
ccl_fetch(sd, flag) |= bsdf_disney_clearcoat_setup(bsdf);
ccl_fetch(sd, flag) |= bsdf_microfacet_ggx_setup(bsdf, true, true);
}
}
#ifdef __CAUSTICS_TRICKS__

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@@ -2226,7 +2226,7 @@ NODE_DEFINE(DisneyBsdfNode)
SOCKET_IN_FLOAT(clearcoatGloss, "ClearcoatGloss", 0.0f);
SOCKET_IN_FLOAT(ior, "IOR", 0.0f);
SOCKET_IN_FLOAT(transparency, "Transparency", 0.0f);
SOCKET_IN_FLOAT(refractionRoughness, "RefractionRoughness", 0.0f);
SOCKET_IN_FLOAT(anisotropicRotation, "AnisotropicRotation", 0.0f);
SOCKET_IN_NORMAL(normal, "Normal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
SOCKET_IN_NORMAL(clearcoatNormal, "ClearcoatNormal", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_NORMAL);
SOCKET_IN_NORMAL(tangent, "Tangent", make_float3(0.0f, 0.0f, 0.0f), SocketType::LINK_TANGENT);
@@ -2247,7 +2247,7 @@ DisneyBsdfNode::DisneyBsdfNode()
void DisneyBsdfNode::compile(SVMCompiler& compiler, ShaderInput *metallic, ShaderInput *subsurface,
ShaderInput *specular, ShaderInput *roughness, ShaderInput *specularTint, ShaderInput *anisotropic,
ShaderInput *sheen, ShaderInput *sheenTint, ShaderInput *clearcoat, ShaderInput *clearcoatGloss,
ShaderInput *ior, ShaderInput *transparency, ShaderInput *refr_roughness)
ShaderInput *ior, ShaderInput *transparency, ShaderInput *anisotropicRotation)
{
ShaderInput *base_color_in = input("BaseColor");
ShaderInput *subsurface_color_in = input("SubsurfaceColor");
@@ -2276,7 +2276,7 @@ void DisneyBsdfNode::compile(SVMCompiler& compiler, ShaderInput *metallic, Shade
int clearcoatGloss_offset = compiler.stack_assign(clearcoatGloss);
int ior_offset = compiler.stack_assign(ior);
int transparency_offset = compiler.stack_assign(transparency);
int refr_roughness_offset = compiler.stack_assign(refr_roughness);
int anisotropic_rotation_offset = compiler.stack_assign(anisotropicRotation);
compiler.add_node(NODE_CLOSURE_BSDF,
compiler.encode_uchar4(closure,
@@ -2290,7 +2290,7 @@ void DisneyBsdfNode::compile(SVMCompiler& compiler, ShaderInput *metallic, Shade
compiler.encode_uchar4(specular_offset, roughness_offset, specularTint_offset, anisotropic_offset),
compiler.encode_uchar4(sheen_offset, sheenTint_offset, clearcoat_offset, clearcoatGloss_offset));
compiler.add_node(compiler.encode_uchar4(ior_offset, transparency_offset, refr_roughness_offset, SVM_STACK_INVALID),
compiler.add_node(compiler.encode_uchar4(ior_offset, transparency_offset, anisotropic_rotation_offset, SVM_STACK_INVALID),
SVM_STACK_INVALID, SVM_STACK_INVALID, SVM_STACK_INVALID);
float3 bc_default = get_float3(base_color_in->socket_type);
@@ -2310,7 +2310,7 @@ void DisneyBsdfNode::compile(SVMCompiler& compiler)
{
compile(compiler, input("Metallic"), input("Subsurface"), input("Specular"), input("Roughness"),
input("SpecularTint"), input("Anisotropic"), input("Sheen"), input("SheenTint"),
input("Clearcoat"), input("ClearcoatGloss"), input("IOR"), input("Transparency"), input("RefractionRoughness"));
input("Clearcoat"), input("ClearcoatGloss"), input("IOR"), input("Transparency"), input("AnisotropicRotation"));
}
void DisneyBsdfNode::compile(OSLCompiler& compiler)

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@@ -372,12 +372,12 @@ public:
void compile(SVMCompiler& compiler, ShaderInput *metallic, ShaderInput *subsurface,
ShaderInput *specular, ShaderInput *roughness, ShaderInput *specularTint, ShaderInput *anisotropic,
ShaderInput *sheen, ShaderInput *sheenTint, ShaderInput *clearcoat, ShaderInput *clearcoatGloss,
ShaderInput *ior, ShaderInput *transparency, ShaderInput *refr_roughness);
ShaderInput *ior, ShaderInput *transparency, ShaderInput *anisotropicRotation);
float3 base_color;
float3 subsurface_color;
float metallic, subsurface, specular, roughness, specularTint, anisotropic,
sheen, sheenTint, clearcoat, clearcoatGloss, ior, transparency, refractionRoughness;
sheen, sheenTint, clearcoat, clearcoatGloss, ior, transparency, anisotropicRotation;
float3 normal, clearcoatNormal, tangent;
float surface_mix_weight;
ClosureType closure;

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@@ -44,7 +44,7 @@ static bNodeSocketTemplate sh_node_bsdf_disney_in[] = {
{ SOCK_FLOAT, 1, N_("ClearcoatGloss"), 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("IOR"), 1.45f, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{ SOCK_FLOAT, 1, N_("Transparency"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("RefractionRoughness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("AnisotropicRotation"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ SOCK_VECTOR, 1, N_("ClearcoatNormal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ SOCK_VECTOR, 1, N_("Tangent"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},