Weizhen Huang weizhen
  • Joined on 2022-10-03
Weizhen Huang suggested changes for blender/blender-manual#105008 2024-11-11 11:47:03 +01:00
Shader: Add Metallic BSDF Node

I could provide a few images

Weizhen Huang commented on pull request blender/blender-manual#105008 2024-11-11 11:47:03 +01:00
Shader: Add Metallic BSDF Node

You could say "Refractive index per color channel. This is the real part of a complex refractive index, scientifically denoted as n".

Weizhen Huang commented on pull request blender/blender-manual#105008 2024-11-11 11:47:02 +01:00
Shader: Add Metallic BSDF Node

This description does not give more information than the title. We could say "Models for describing metal appearance, by specifying the apparent color or the physical IOR.

Weizhen Huang commented on pull request blender/blender-manual#105008 2024-11-11 11:47:02 +01:00
Shader: Add Metallic BSDF Node

This is called Fresnel Type in the UI

Weizhen Huang commented on pull request blender/blender-manual#105008 2024-11-11 11:47:02 +01:00
Shader: Add Metallic BSDF Node

Looking at Inputs in hair_principled.rst, I think it's preferable to have subsections like Common, F82 Tint, and Physical Conductor, instead of mixing all the inputs.

Weizhen Huang commented on pull request blender/blender-manual#105008 2024-11-11 11:47:02 +01:00
Shader: Add Metallic BSDF Node

There is a WARNING: Title overline too short. I believe these ***** should be as long as the title itself.

Weizhen Huang commented on pull request blender/blender-manual#105008 2024-11-11 11:47:02 +01:00
Shader: Add Metallic BSDF Node

Add a link to the F82-Tint model

Weizhen Huang commented on pull request blender/blender-manual#105008 2024-11-11 11:47:02 +01:00
Shader: Add Metallic BSDF Node

Similar here, I would prefer "Extinction coefficients per color channel. This is the imaginary part of a complex refractive index, scientifically denoted as k".

Weizhen Huang commented on issue blender/blender#129842 2024-11-08 23:10:53 +01:00
Background renders on top of Volumetrics objects with inverted face normals

What is your expected behaviour here? For volume we expect an enclosed mesh, I don't think we can seriously support a volume that is inside out.

What's happening here is that the ray does…

Weizhen Huang pushed to unbiased-ray-marching at weizhen/blender 2024-11-08 17:57:05 +01:00
13647691b3 Support emission (with zero extinction)
48d5d65fc1 Some tweaks to make evaluating the density faster
879ea87d2d Replace accessor with FindActiveValues for faster VDB evaluation
Compare 3 commits »
Weizhen Huang pushed to unbiased-ray-marching at weizhen/blender 2024-11-07 19:13:08 +01:00
d4a9492c90 Construct mesh vdb per geometry per material
e083bd383a Quick respond of cancel when evaluating object density
7ede39953a Use stack to store octree node
083e933aaf Refactor: Move struct OctreeTracing outside of type.h
be8cf6ee29 Take more samples for smaller objects
Compare 8 commits »
Weizhen Huang commented on issue blender/blender#129889 2024-11-07 12:25:39 +01:00
Rebaking an eevee volume probe produces significant lighting changes

@Alaska why is Cycles tagged?

BTW I get Warning: Light probes volume pool could not be allocated. Now using a pool of 512 MB.

Weizhen Huang commented on issue blender/blender#122956 2024-11-06 12:54:44 +01:00
Cycles: Internal Error when rendering large scenes with MacOS Metal

@Michael-Jones Could you offer some insight into this error message? The message doesn't only appear with large scenes, and it does not seem very informative to me.

Weizhen Huang commented on issue blender/blender#129817 2024-11-04 20:57:36 +01:00
4.0 Principled Fresnel/IOR/Specular Doesn't Work With Metallic

The IOR only controls specular and transmission layer, it does not control the metallic layer. Please refer to the [manual](https://docs.blender.org/manual/en/4.0/render/shader_nodes/shader/princip

Weizhen Huang pushed to unbiased-ray-marching at weizhen/blender 2024-11-04 17:18:59 +01:00
34a8e4703b Use blue noise sample pattern
8046ca10ef Fix uninitialized variable
57b60bf11a Fix area light sample degenerate ray
b644b6630e Add print utility functions
6831fbcbac Fix: heap-use-after-free because of shader dereferencing
Compare 130 commits »
Weizhen Huang pushed to main at weizhen/.profile 2024-11-04 11:30:48 +01:00
8469daeee3 Update reports/2024.md
Weizhen Huang pushed to unbiased-ray-marching at weizhen/blender 2024-11-02 20:01:36 +01:00
d606a96931 Fix: heap-use-after-free because of shader dereferencing
ca1e4ac2f3 Refactor: add structs KernelOctreeTracing and Interval
864d634931 Cleanup: rename level -> depth
0a5168ff8b Fix wrong voxel size when converting mesh to SDF
6b168d7866 Remove volume step size
Compare 222 commits »
Weizhen Huang pushed to unbiased-ray-marching at weizhen/blender 2024-11-02 19:03:39 +01:00
98d9829d3a Refactor: add structs KernelOctreeTracing and Interval
32cf7be292 Cleanup: rename level -> depth
c69fc42afc Fix wrong voxel size when converting mesh to SDF
7e7c92d473 Remove volume step size
5c0b409612 Cleanup: todo and format
Compare 5 commits »
Weizhen Huang commented on issue blender/blender#129667 2024-11-02 18:00:15 +01:00
EEVEE: Switching viewlayers quickly flashes a shadow buffer warning

Actually I can still reproduce in 4.3, but it seems to have gone with 6da42e9c95. cc @fclem

Weizhen Huang deleted branch volume25 from weizhen/blender 2024-11-01 00:49:53 +01:00