Principled v2 combined changes for 4.0 #112848
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Reference: blender/blender#112848
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Delete Branch "brecht:principled"
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Combination of various open pull requests, to test and evaluate the whole. This is what I plan to commit tomorrow.
See commit list for details.
CC @Alaska @LukasStockner @weizhen
The one further change I'm considering is some socket names:
Though personally the current duplicated panel/socket names don't bother me, and I don't much like "Weight" as a socket name.
The Cycles tests are ok and barely affected, but I'm still investigating some suspicious Eevee test failures.
a8dad33ce3
to36a58b3c3d
36a58b3c3d
toc2f526e3a6
After discussion decided to rename these sockets to weight anyway.
The EEVEE tests weren’t updated before the patch, they have some problems on Mac and look very foggy.
@ -692,6 +692,13 @@ static void version_principled_bsdf_emission(bNodeTree *ntree)
}
}
/* Rename Principled BSDF emission to emission color. */
… and specular to specular ior level
@ -337,0 +341,4 @@
}
/* Simplified form of F_eta(eta, 1.0). */
float F0_from_ior(float eta)
See my comment #112552 (comment)
@ -112,0 +111,4 @@
.subtype(PROP_FACTOR)
.description(
"Adjustment to the IOR to increase or decrease specular intensity "
"(0.5 means no adjustment, 0 removes all reflections, 1 doubles them)");
Should clarify that 1 doubles the reflectivity at normal incidence, as suggested in the pull request
@ -118,0 +116,4 @@
spec.add_input<decl::Color>("Specular Tint")
.default_value({1.0f, 1.0f, 1.0f, 1.0f})
.description(
"Tint of the specular reflection at normal incidence. Affects dielectric materials");
Should be something like “Tint of dielectric reflection at normal incidence or metallic reflection at near-grazing incidence”.
Thanks for the review, it should be addressed now.
Mostly LGTM, just a few notes on clamping.
@ -105,3 +105,1 @@
float specular_tint = stack_load_float(stack, specular_tint_offset);
float anisotropic = stack_load_float(stack, anisotropic_offset);
float sheen = stack_load_float(stack, sheen_offset);
float subsurface_weight = param2;
Should be clamped to 0..1
@ -108,0 +106,4 @@
float specular_ior_level = fmaxf(stack_load_float(stack, specular_ior_level_offset), 0.0f);
float roughness = saturatef(stack_load_float(stack, roughness_offset));
Spectrum specular_tint = rgb_to_spectrum(
saturate(stack_load_float3(stack, specular_tint_offset)));
Same as in EEVEE, I don't think we want to hard-clamp >1.0 anymore.
@ -55,9 +61,21 @@ void node_bsdf_principled(vec4 base_color,
{
This should also be clamped between 0.0 and 1.0, a mix factor >1 makes no sense.
Sorry, the line number got messed up here. I meant
subsurface_weight
.@ -55,9 +61,21 @@ void node_bsdf_principled(vec4 base_color,
{
/* Match cycles. */
metallic = clamp(metallic, 0.0, 1.0);
I think this is still left over from before the "Tint is now a color" change? I don't think we want a hard limit on 1.0 now.
Sorry, the line number got messed up here. I meant the
specular_tint
.The F0 is clamped instead, following glTF (
706ba4aa38
)Not sure about the metallic tint.
Should be EEVEE in the commit messages (
a59ec4c936
)Thanks, will do when I push the changes.
@blender-bot package
Package build started. Download here when ready.
Merged now.
@JulienDuroure hopefully all Principled BSDF changes have been merged now. Sorry for this happening so late.
I updated the add-ons in blender/blender-addons@66be038, but I expect you will overwrite them with your own changes. Still it might be useful for reference.
More information about the changes is here:
https://wiki.blender.org/wiki/Reference/Release_Notes/4.0/Rendering#Principled_BSDF
https://wiki.blender.org/wiki/Reference/Release_Notes/4.0/Python_API#Shader_Nodes
@brecht Thanks!
I will have a look, and then update the glTF I/O to be more aligned with the specification. Hopefully all these changes make it easier.
Thanks again!
Pull request closed