Commit Graph

18 Commits

Author SHA1 Message Date
OmarSquircleArt
613b37bc2c Shading: Add More Features To The Voronoi Node.
This patch allows the Voronoi node to operate in 1D, 2D, and 4D space.
It also adds a Randomness input to control the randomness of the texture.
Additionally, it adds three new modes of operation:

- Smooth F1: A smooth version of F1 Voronoi with no discontinuities.
- Distance To Edge: Returns the distance to the edges of the cells.
- N-Sphere Radius: Returns the radius of the n-sphere inscribed in
the cells. In other words, it is half the distance between the
closest feature point and the feature point closest to it.

And it removes the following three modes of operation:

- F3.
- F4.
- Cracks.

The Distance metric is now called Euclidean, and it computes the actual
euclidean distance as opposed to the old method of computing the squared
euclidean distance.

This breaks backward compatibility in many ways, including the base case.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5743
2019-09-12 13:09:31 +02:00
OmarSquircleArt
c6f8ea7b45 Fix T69044: OpenCL fail due to bad fract function.
The fract function in OpenCL does more than just return the fraction.
It also writes the floor to the second argument. Which wasn't put
in consideration.

Instead, we use a simple `a - floor(a)` like the Math node.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5553
2019-08-22 13:51:39 +02:00
OmarSquircleArt
7f4a2fc437 Shading: Add more operators to Vector Math node.
Add Multiply, Divide, Project, Reflect, Distance, Length, Scale, Snap,
Floor, Ceil, Modulo, Fraction, Absolute, Minimum, and Maximum operators
to the Vector Math node. The Value output has been removed from operators
whose output is a vector, and the other way around. All of those removals
has been handled properly in versioning code.

The patch doesn't include tests for the new operators. Tests will be added
in a later patch.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5523
2019-08-21 19:36:33 +02:00
cc600de669 Cycles Denoising: Get rid of halos around bright edges
Previously, bright edges (e.g. caused by rim lighting) would sometimes get
halos around them after denoising.

This change introduces a log(1+x) highlight compression step that is performed
before denoising and reversed afterwards. That way, the denoising algorithm
itself operates in the compressed space and therefore bright edges cause less
numerical issues.
2019-06-01 00:45:03 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
cb4b5e12ab Cycles: Cleanup, spacing after preprocessor
It is supposed to be two spaces before comment stating which if
else/endif statements corresponds to. Was mainly violated in the
header guards.
2018-11-09 11:34:54 +01:00
a6f750dd41 Fix T54455, T56053, T55564: Cycles OpenCL build error after recent changes. 2018-07-20 19:10:45 +02:00
L. E. Segovia
5078b9d2d0 Cycles: add Principled Hair BSDF.
This is a physically-based, easy-to-use shader for rendering hair and fur,
with controls for melanin, roughness and randomization.

Based on the paper "A Practical and Controllable Hair and Fur Model for
Production Path Tracing".

Implemented by Leonardo E. Segovia and Lukas Stockner, part of Google
Summer of Code 2018.
2018-07-18 13:59:06 +02:00
83a4e1aaf9 Cycles: add voronoi features and distance settings from Blender.
Features to get the 2nd, 3rd, 4th closest point instead of the closest, and
various distance metrics. No viewport/Eevee support yet.

Patch by Michel Anders, Charlie Jolly and Brecht Van Lommel.

Differential Revision: https://developer.blender.org/D3503
2018-07-15 00:45:42 +02:00
4697604331 Cleanup: use float3 SSE instead of ssef for voronoi texture. 2018-07-14 23:58:20 +02:00
16c05161e7 Cycles: Cleanup: Remove double semicolons 2018-04-29 09:28:41 +02:00
8cc7f48581 Cycles: principled absorption color now has more effect at lower values. 2018-02-28 20:11:53 +01:00
0df9b2c715 Cycles: random walk subsurface scattering.
It is basically brute force volume scattering within the mesh, but part
of the SSS code for faster performance. The main difference with actual
volume scattering is that we assume the boundaries are diffuse and that
all lighting is coming through this boundary from outside the volume.

This gives much more accurate results for thin features and low density.
Some challenges remain however:

* Significantly more noisy than BSSRDF. Adding Dwivedi sampling may help
  here, but it's unclear still how much it helps in real world cases.
* Due to this being a volumetric method, geometry like eyes or mouth can
  darken the skin on the outside. We may be able to reduce this effect,
  or users can compensate for it by reducing the scattering radius in
  such areas.
* Sharp corners are quite bright. This matches actual volume rendering
  and results in some other renderers, but maybe not so much real world
  objects.

Differential Revision: https://developer.blender.org/D3054
2018-02-09 19:58:33 +01:00
a24fbf3323 Code refactor: add, remove, optimize various SSE functions.
* Remove some unnecessary SSE emulation defines.
* Use full precision float division so we can enable it.
* Add sqrt(), sqr(), fabs(), shuffle variations, mask().
* Optimize reduce_add(), select().

Differential Revision: https://developer.blender.org/D2764
2017-08-07 14:01:24 +02:00
c8fa716c06 Cycles: Use float constants instead of double 2017-06-29 23:07:18 -04:00
3dee1f079f Fix T51560: Black pixels on a denoising render
Once again, numerical instabilities causing the Cholesky decomposition to fail.

However, further increasing the diagonal correction just because of a few
pixels in very specific scenes and settings seems unjustified.
Therefore, this commit simply falls back to the basic NLM-filtered pixel
if the more advanced model fails.
2017-05-19 23:31:49 +02:00
43b374e8c5 Cycles: Implement denoising option for reducing noise in the rendered image
This commit contains the first part of the new Cycles denoising option,
which filters the resulting image using information gathered during rendering
to get rid of noise while preserving visual features as well as possible.

To use the option, enable it in the render layer options. The default settings
fit a wide range of scenes, but the user can tweak individual settings to
control the tradeoff between a noise-free image, image details, and calculation
time.

Note that the denoiser may still change in the future and that some features
are not implemented yet. The most important missing feature is animation
denoising, which uses information from multiple frames at once to produce a
flicker-free and smoother result. These features will be added in the future.

Finally, thanks to all the people who supported this project:

- Google (through the GSoC) and Theory Studios for sponsoring the development
- The authors of the papers I used for implementing the denoiser (more details
  on them will be included in the technical docs)
- The other Cycles devs for feedback on the code, especially Sergey for
  mentoring the GSoC project and Brecht for the code review!
- And of course the users who helped with testing, reported bugs and things
  that could and/or should work better!
2017-05-07 14:40:58 +02:00
0a07cdbe80 Cycles: Split vectorized math utilities to a dedicated files
This file was even a bigger mess than vectorized types header,
cleaning it up to make it easier to maintain this files and
extend further.
2017-04-25 10:33:26 +02:00