This commit adds a new distribution to the Glossy, Anisotropic and Glass BSDFs that implements the
multiple-scattering microfacet model described in the paper "Multiple-Scattering Microfacet BSDFs with the Smith Model".
Essentially, the improvement is that unlike classical GGX, which only models single scattering and assumes
the contribution of multiple bounces to be zero, this new model performs a random walk on the microsurface until
the ray leaves it again, which ensures perfect energy conservation.
In practise, this means that the "darkening problem" - GGX materials becoming darker with increasing
roughness - is solved in a physically correct and efficient way.
The downside of this model is that it has no (known) analytic expression for evalation. However, it can be
evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the
balance heuristic guarantee an unbiased result at the cost of slightly higher noise.
Reviewers: dingto, #cycles, brecht
Reviewed By: dingto, #cycles, brecht
Subscribers: bliblubli, ace_dragon, gregzaal, brecht, harvester, dingto, marcog, swerner, jtheninja, Blendify, nutel
Differential Revision: https://developer.blender.org/D2002
In the OSL node compilation code for the Environment Texture, is_linear was used as a socket.
However, there was no socket for it, which caused Blender to crash.
Adding a socket doesn't really make sense since it's an internal value and not a parameter
of the node, so it now just uses the variable directly.
It is not possible to use a set split by name as valid input to
check_node_input_traversed - it needs a complete set of all nodes visited so
far. On the other hand, the merge comparison loop should only check nodes that
were not just visited, but found unique. This means that there should really be
two separate data structures.
Without the fix, check_node_input_traversed actually never returns true, so
only nodes without any inputs are processed.
This is an initial commit for half texture support in Cycles.
It adds the basic infrastructure inside of the ImageManager and support for these textures on CPU.
Supported:
* Half Float OpenEXR images (can be used for e.g HDRs or Normalmaps) now use 1/2 the memory, when loaded via disk (OIIO).
ToDo:
Various things like support for inbuilt half textures, GPU... will come later, step by step.
Part of my GSoC 2016.
Unsigned int is not supported by OSL as far as i concerned, so should not
really matter here. However, might be wrong and perhaps more proper idea
would be so set it as regular int?
In certain types of animation it's possible to have some objects
scaling to zero. In this case we can save render times by avoid
traversing such instances.
Better to do ti ahead of a time, so traversal stays simple.
Reviewers: lukasstockner97, dingto, brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D2048
- add_vertex() can be called from split_vertex() which does not guarantee
to have properly pre-allocate arrays.
- Need to check whether Cycles is compiled with OSL in XML reader.
Some of these values can get quite large and are hard to read, adding this
makes it easy to read them at a glance.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D2039
Some closures were missing from calculation, leading to an array
under-allocation, presumable causing memory corruption issues with
emission shaders on OpenCL and was causing issues with Volume 3D
textures with CUDA.
The issue was identified by Thomas Dinges, the patch is different
from the original D2006. See the brief discussion there. Current
approach is similar (or the same) as Brecht suggested.
This fixes a rare case where NaNs could exist inside Cycles.
When certain invalid meshes were passed in, Cycles would try too normalize
a zero length normal during its setup stage. While it does check against
division by zero, it still returns a zero length normal and passes it on to
the path tracing kernel. The kernel then operates under the assumption that
normals are valid, and in the case of such a zero length normal, would
eventually create NaNs that propagate through and result in black pixels.
Reviewers: #cycles
Subscribers: brecht, sergey
Projects: #cycles
Differential Revision: https://developer.blender.org/D2008