The names of the parameters are based on those of those of the sockets, so they also need to be updated. This was forgotten about in the previous commit (rBa284e559b90e).
Ref T82561.
The sky will appear brighter than before by default. To compensate for this,
lower exposure in the Film panel. The default altitude was also changed from
90 to 15 degrees.
Patch contributed by Marco with the help of Ryan Jones.
Differential Revision: https://developer.blender.org/D8285
The problem here was numerical precision: The code calculates the angle between
sun and view direction, and the usual acos(dot(a, b)) approach for that has
poor numerical performance for almost parallel angles.
As a result, the generally tiny difference between floating point computation
between CPU and GPU was enough to make the sun vanish at different radii,
causing different results.
The new version fixes the difference by making the computation much more robust
on both platforms.
This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
There were to copies of stdosl.h one from stock OSL
and one in the cycles tree augmented with cycles
specific closures.
moved the cycles ones to stdcycles.h and copied
the stock stdosl.h and accompanying headers from
the OSL shader folder.
for further details see D6812.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6812
The improved Hosek / Wilkie model was added during my GSoC 2013 and the default since then.
The older model was kinda kept for compatibility, but after more than 2 years it's time to remove it.
The Hosek / Wilkie model is more realistic anyway, and people who really want a day / night transition can mix the Sky Shader with another one (e.g. color) and fade between the two.
* Added a new sky model by Hosek and Wilkie: "An Analytic Model for Full Spectral Sky-Dome Radiance" http://cgg.mff.cuni.cz/projects/SkylightModelling/
Example render:
http://archive.dingto.org/2013/blender/code/new_sky_model.png
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures#Sky_Texture
Details:
* User can choose between the older Preetham and the new Hosek / Wilkie model via a dropdown. For older files, backwards compatibility is preserved. When we add a new Sky texture, it defaults to the new model though.
* For the new model, you can specify the ground albedo (see documentation for details).
* Turbidity now has a UI soft range between 1 and 10, higher values (up to 30) are still possible, but can result in weird colors or black.
* Removed the limitation of 1 sky texture per SVM stack. (Patch by Lukas Tönne, thanks!)
Thanks to Brecht for code review and some help!
This is part of my GSoC 2013 project, SVN merge of r59214, r59220, r59251 and r59601.
* Added a node to convert wavelength (in nanometers, from 380nm to 780nm) to RGB values. This can be useful to match real world colors easier.
* Code cleanup:
** Moved color functions (xyz and hsv) into dedicated utility files.
** Remove svm_lerp(), use interp() instead.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Wavelength
Example render:
http://www.pasteall.org/pic/show.php?id=53202
This is part of my GSoC 2013. (revisions 57322, 57326, 57335 and 57367 from soc-2013-dingto).
* Move hsv and xyz color functions into the dedicated util files (util_color.h and node_color.h).
* svm_lerp moved into util_math.h and renamed to lerp_interp, as it's used for the wavelength node now as well.
* Simplify default color values, where each component was the same.
* Initialize closures as Null Closure, rather than assigning an existing closure, gets overwritten anyways.
* Moved kernel/osl/nodes to kernel/shaders
* Renamed standard attributes to use geom:, particle:, object: prefixes
* Update stdosl.h to properly reflect the closures we support
* Fix the wrong stdosl.h being used for building shaders
* Add geom:numpolyvertices, geom:trianglevertices, geom:polyvertices attributes