Fix: difference of transmissive closures in EEVEE blended and dithered mode #125233
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Reference: blender/blender#125233
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Delete Branch "weizhen/blender:fix-eevee-translucent-refraction"
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This fixes two bugs:
dithered square the color, weight and the pdf. Both were wrong.
The correct way is to square the color and weight, but divide the
pdf (
closure_color_weight / total_weight
) only once.3fcd80db68
normalized the color after picking the closure, whichdoesn't work for transmissive closures, where we apply the color and
weight twice. Therefore, delay the division until when evaluating the
picked closure. This fixes #125219.
@fclem can you check the compilation on Linux, or is blender-bot build supposed to capture compilation failure?
Fix #125219: Translucent BSDF in Blended mode has wrong weightto WIP: Fix #125219: Translucent BSDF in Blended mode has wrong weightTurns out that blended and dithered already looked different before my change, but it was only obvious at grazing angles or when the closure weight is small:
The choice to square color and weight (which includes the closure weight and Fresnel), because this is what Cycles does (albeit a better Fresnel).
WIP: Fix #125219: Translucent BSDF in Blended mode has wrong weightto Fix: difference of transmissive closures in EEVEE blended and dithered modeEEVEE should either have the option to test everything with both dithered and blended mode, or have some dedicated test as the attached one:
Ok so this fix is also biased, because we are computing the sum of squares, which is not the same as the square of sums
Seems that PR still performs better in most cases. The most obvious difference is when mixing glass with glass (lower left)
I think the proper way would be to pick the closure twice using different random numbers, and multiply the resolved result. This way we are estimating the square of the sums.
Potential problem is that we might need an additional bin for that. I will try this in another PR.
Pull request closed