Cycles: replace spot light disk sampling with sphere sampling #109329
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Reference: blender/blender#109329
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Delete Branch "weizhen/blender:spot_light_to_sphere_light_with_cone"
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The spotlight is now treated as a sphere instead of a view-aligned disk.
The implementation remains almost identical to that of a point light,
except for the spotlight attenuation and spot blend. There is no
attenuation inside the sphere. Ref #108505
Other changes include:
Sampling
Instead of sampling the disk area, the new implementation samples either
the cone of the visible portion on the sphere or the spread cone, based
on which cone has a smaller solid angle. This reduces noise when the
spotlight has a large radius and a small spread angle.
Texture
Spot light can now project texture using UV coordinates.
Normalization
Previously, the normalization factor for the spotlight was
\pi r^2
,the area of a disk. This factor has been adjusted to
4\pi r^2
toaccount for the surface area of a sphere. This change also affects point
light since they share the same kernel type.
Versioning
Some pipeline uses the
Normal
socket of the Texture Coordinate node forprojection, because
ls->Ng
was set to the incoming direction at thecurrent shading point. Now that
ls->Ng
corresponds to the normaldirection of a point on the sphere (except when the radius is zero),
we replace these nodes with a combination of the Geometry shader node
and the Vector Transform node, which gives the same result as before.
Example file see https://archive.blender.org/developer/T93676
be50dcdca8
toa20393238b
Let's also wait with landing this one, and do it together with other possibly compatibility breaking changes.