baoyu baoyu
  • Joined on 2020-05-14
baoyu commented on pull request blender/blender#113427 2023-10-12 20:48:07 +02:00
Geometry Nodes: Resample Edges node

Another example could be adaptive subdivision, which is made so much easier when you can split edges, subdivide selection, and subdivide edges of inverse selection (and merge by distance). One…

baoyu commented on issue blender/blender#109907 2023-09-27 14:37:09 +02:00
Multiscatter GGX Refraction Roughness Bug

the old multiscatter GGX model has been replaced in 4.0 aplha I tested the demo file, it's been fixed.

baoyu commented on issue blender/blender#112912 2023-09-27 08:55:57 +02:00
Geometry Nodes: Subdivide Surface Node Performance Discrepancy Due to 'Use Limit Surface' Option

It is possible that the difference is caused by the viewport GPU subdivision, which isn't implemented in GN at the moment. Otherwise in my test it's not prominent enough.

Edit:

baoyu opened issue blender/blender#112912 2023-09-26 16:40:33 +02:00
Subdivide surface node in geometry nodes is significantly slower than the Subdivision Modifier
baoyu commented on issue blender/blender#82500 2023-09-23 15:53:39 +02:00
GGX Multiscatter energy Loss at low roughness

please close this report and it's been fixed in recent 4.0 alpha builds

baoyu closed issue blender/blender#99087 2023-09-23 15:44:06 +02:00
Cycles fully transparent shader is brighter when a Clear Coat shader is behind it
baoyu commented on issue blender/blender#99087 2023-09-23 15:44:03 +02:00
Cycles fully transparent shader is brighter when a Clear Coat shader is behind it

this BUG has been resolved in the recent 4.0 alpha builds!

baoyu closed issue blender/blender#93068 2023-09-04 04:35:08 +02:00
Cycles Transparent Shading BUG with rough Multiscatter GGX
baoyu commented on issue blender/blender#93068 2023-09-04 04:35:05 +02:00
Cycles Transparent Shading BUG with rough Multiscatter GGX

Resolved in 4.0 alpha ;)

baoyu commented on issue blender/blender#99087 2023-09-04 04:32:14 +02:00
Cycles fully transparent shader is brighter when a Clear Coat shader is behind it

I can confirm that this BUG still exists in the 4.0 alpha.

baoyu commented on issue blender/blender#96604 2023-09-03 09:06:14 +02:00
Multiscatter GGX Glass and Principled BSDF shows a seam in rendering that shouldn't be there

I closed my bug report as it's now been solved in 4.0 alpha.@Jesse Yurkovich #85259

baoyu closed issue blender/blender#85259 2023-09-03 09:03:00 +02:00
Multiscatter GGX artefacts for rough glass
baoyu commented on issue blender/blender#85259 2023-09-03 09:02:57 +02:00
Multiscatter GGX artefacts for rough glass

I can confirm this is solved, as the old mggx shading model code had been removed and replaced with a new approximated method.

baoyu commented on pull request blender/blender#111158 2023-08-22 06:22:55 +02:00
Principled BSDF: Change minimum IOR to 1.0

Thank you @Alaska for the demo! I did a comparison between your method and mine. image The difference is there, while I do see your method…

baoyu commented on pull request blender/blender#111158 2023-08-21 15:32:37 +02:00
Principled BSDF: Change minimum IOR to 1.0

IORs below 1.0 are used for nested dielectrics, and to get the right result you need to do some math to figure out the correct IOR value for the two interacting materials.

Can you share a…

baoyu commented on pull request blender/blender#106355 2023-07-27 15:44:31 +02:00
Replace Default OCIO config with AgX (Filmic v2)

For old-fashioned-and-will-to-self-color-managed-app, windows allow the user to bypass ACM like this. image

In ACM, apps want to display…

baoyu commented on pull request blender/blender#106355 2023-07-26 18:01:12 +02:00
Replace Default OCIO config with AgX (Filmic v2)

One of them is the virtual display. It would be nice to have a default option which will detect the actual monitor without user specifying an exact color space (which could even change when…

baoyu commented on issue blender/blender#105578 2023-03-09 07:35:23 +01:00
Realize Instances lost Z rotation of Curve Line in certain situations

But if you realize curves, their normals will be calculated with these rotations.

But if you substitute the straight-line curve with a bended one, the rotation will be kept after realization…