Shader: Add Roughness to Subsurface Scattering Node #114499

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Alaska wants to merge 9 commits from Alaska/blender:update-sss into main

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Add entry roughness to Subsurface Scattering node so that users can
recreate Subsurface Scattering materials from the Principled BSDF.

Add entry roughness to Subsurface Scattering node so that users can recreate Subsurface Scattering materials from the Principled BSDF.
Alaska added the
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Render & Cycles
label 2023-11-05 12:21:12 +01:00
Alaska added 1 commit 2023-11-05 12:21:21 +01:00
buildbot/vexp-code-patch-coordinator Build done. Details
82031667ae
Add Roughness to Subsurface Scattering Node
Alaska requested review from Brecht Van Lommel 2023-11-05 12:21:29 +01:00
Alaska requested review from Lukas Stockner 2023-11-05 12:21:37 +01:00
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What are your thoughts on the name of this input? Should it be called "Roughness", or "Entry Roughness" or something else?

What are your thoughts on the name of this input? Should it be called "Roughness", or "Entry Roughness" or something else?

@blender-bot build

@blender-bot build
Brecht Van Lommel requested changes 2023-11-06 10:10:49 +01:00
Brecht Van Lommel left a comment
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Test failure likely caused by this change.

Test failure likely caused by this change.
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Edit: This has been fixed

I took a quick look, the only test that fails is subsurface mix. The issue is very likely caused by the changes in intern/cycles/scene/shader_nodes.cpp.

It seems I'm doing something wrong with the closure and/or mix weight of materials. I just can't figure out what I'm doing wrong. I'll investigate it further, but if you have any insights that might help, feel free to share.

Edit: This has been fixed ~~I took a quick look, the only test that fails is subsurface mix. The issue is very likely caused by the changes in `intern/cycles/scene/shader_nodes.cpp`.~~ ~~It seems I'm doing something wrong with the closure and/or mix weight of materials. I just can't figure out what I'm doing wrong. I'll investigate it further, but if you have any insights that might help, feel free to share.~~
Alaska added 1 commit 2023-11-06 11:32:10 +01:00
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Turns out adding a node for the normal input fixes the issue.

Along with that it fixes an issue where the normal input wasn't being read.

Turns out adding a node for the normal input fixes the issue. Along with that it fixes an issue where the normal input wasn't being read.
Alaska added 1 commit 2023-11-07 05:57:10 +01:00
buildbot/vexp-code-patch-coordinator Build done. Details
091443d580
Merge branch 'main'
Conflicts:
	source/blender/blenloader/intern/versioning_400.cc
Alaska requested review from Brecht Van Lommel 2023-11-07 06:00:11 +01:00

@blender-bot build

@blender-bot build
Alaska added 1 commit 2023-11-16 05:54:29 +01:00
9bb600192f Merge branch 'main'
Conflicts:
	source/blender/blenkernel/BKE_blender_version.h
Lukas Stockner approved these changes 2023-11-18 19:30:28 +01:00
Alaska added 1 commit 2024-01-10 05:38:54 +01:00
65af8e1295 Merge branch 'main'
Conflicts:
	source/blender/blenkernel/BKE_blender_version.h
Alaska added 1 commit 2024-02-23 12:24:15 +01:00
Lukas Stockner reviewed 2024-03-03 23:48:53 +01:00
Lukas Stockner left a comment
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Not sure what the status here is, I think this is ready to merge?

I've looked over it once more and found one detail, otherwise still LGTM.

Not sure what the status here is, I think this is ready to merge? I've looked over it once more and found one detail, otherwise still LGTM.
@ -2911,0 +2925,4 @@
ShaderInput *anisotropy_in = input("Anisotropy");
int normal_offset = compiler.stack_assign_if_linked(input("Normal"));
compiler.add_node(NODE_CLOSURE_BSDF,
Member

While this works, I just noticed there's a cleaner way to handle this.

Currently, BsdfNode::compile always reserves an entry for a Tangent input - however, only three nodes (Glossy, Principled, Hair) actually use it. So, we might as well make it a param5 input, pass input("Tangent") from these nodes, and pass input("Roughness") from here.

This also saves us two NODE_VALUE_F if Scale and IOR are fixed.

While this works, I just noticed there's a cleaner way to handle this. Currently, `BsdfNode::compile` always reserves an entry for a Tangent input - however, only three nodes (Glossy, Principled, Hair) actually use it. So, we might as well make it a `param5` input, pass `input("Tangent")` from these nodes, and pass `input("Roughness")` from here. This also saves us two `NODE_VALUE_F` if Scale and IOR are fixed.
Alaska added 1 commit 2024-03-04 02:53:07 +01:00
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I experimented with the proposed idea of turning input("Tangent") into param5. But ran into some quirks so I haven't included any of the code changes here. Either way, it's a good idea, but I think it's best if that's handled as a seperate pull request that either gets merged into main before this one, or after this one.

I'll experiment some more and see if I can create a seperate pull request.
I've created a work in progress pull request here: #119042

I experimented with the proposed idea of turning `input("Tangent")` into `param5`. But ran into some quirks so I haven't included any of the code changes here. Either way, it's a good idea, but I think it's best if that's handled as a seperate pull request that either gets merged into main before this one, or after this one. ~~I'll experiment some more and see if I can create a seperate pull request.~~ I've created a work in progress pull request here: #119042
Alaska added 1 commit 2024-04-27 02:07:18 +02:00
Alaska added 1 commit 2024-04-27 02:09:09 +02:00
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git fetch -u update-sss:Alaska-update-sss
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Reference: blender/blender#114499
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