Weizhen Huang weizhen
  • Joined on 2022-10-03
Weizhen Huang commented on issue blender/blender#108992 2024-08-21 17:40:48 +02:00
Cycles: Ambient Occlusion not working with OptiX OSL

I'll close this then.

Weizhen Huang commented on issue blender/blender#108992 2024-08-21 17:22:20 +02:00
Cycles: Ambient Occlusion not working with OptiX OSL

@pmoursnv Is there plan to support this functionality at any point? If it's documented behaviour I'm not sure if I should close the report or change to Known Issue.

Weizhen Huang commented on issue blender/blender#126592 2024-08-21 16:33:38 +02:00
Cycles light tree misses some light samples

Ah, theta_u is supposed to capture the solid angle of the entire box looking from the shading point, but in this case it doesn't. Apparently checking the corners of the bounding box is not…

Weizhen Huang commented on pull request blender/blender#114958 2024-08-21 14:11:44 +02:00
Shader: Add Metallic BSDF Node

@Alaska yes it would be nice if you remove Artistic Conductor for now. The goal is to get this in main as soon as possible to deal with issues that might come up later. Sorry for the extra…

Weizhen Huang suggested changes for blender/blender#114958 2024-08-21 14:06:02 +02:00
Shader: Add Metallic BSDF Node
Weizhen Huang commented on pull request blender/blender#114958 2024-08-21 14:05:59 +02:00
Shader: Add Metallic BSDF Node

We need description for other sockets too. Mostly you can copy from Principled BSDF, for Base Color and Edge Color you can say "Color at perpendicular angle" and "Color at glancing angle (roughly 82°)".

Weizhen Huang commented on pull request blender/blender#114958 2024-08-21 14:05:54 +02:00
Shader: Add Metallic BSDF Node

"Imaginary part of the conductor's refractive index, often called k"

Weizhen Huang commented on pull request blender/blender#114958 2024-08-21 14:05:48 +02:00
Shader: Add Metallic BSDF Node

I would prefer not to use abbreviations in the description if possible. You can say "Real part of the conductor's refractive index, often called n".

Weizhen Huang commented on pull request blender/blender#114958 2024-08-21 13:49:54 +02:00
Shader: Add Metallic BSDF Node

@AntonPalmqvist thank you for the info! I tried Lukas' curve fitting and got the following result for Titanium:

Weizhen Huang commented on issue blender/blender#108992 2024-08-20 17:39:55 +02:00
Cycles: Ambient Occlusion not working with OptiX OSL

@Sergey @pmoursnv would you like to have a check if ambient occlusion is working correctly on OptiX OSL?

In the test scene, the contact area of the pool and the water droplets should be black…

Weizhen Huang commented on pull request blender/blender#114958 2024-08-20 16:18:42 +02:00
Shader: Add Metallic BSDF Node

change the engine to something like Corona

Ah, that seems better. Still wondering how they obtained the numbers though, whether it's just reading 3 specific wavelengths which they decide to…

Weizhen Huang commented on pull request blender/blender#114958 2024-08-20 16:04:56 +02:00
Shader: Add Metallic BSDF Node

potentially also the Artist-Friendly Base/Edge Color reparametrization since enough other tools use it

Weizhen Huang commented on pull request blender/blender#114958 2024-08-20 16:04:55 +02:00
Shader: Add Metallic BSDF Node

a + t * (b - a) should be better than element-wise.

Weizhen Huang commented on pull request blender/blender#114958 2024-08-20 16:04:54 +02:00
Shader: Add Metallic BSDF Node

Setup BSDF.

Weizhen Huang commented on pull request blender/blender#114958 2024-08-20 16:04:53 +02:00
Shader: Add Metallic BSDF Node

conductor (lower case)

Weizhen Huang commented on pull request blender/blender#114958 2024-08-20 16:04:52 +02:00
Shader: Add Metallic BSDF Node

Fresnel conductor

Weizhen Huang commented on pull request blender/blender#114958 2024-08-20 16:04:51 +02:00
Shader: Add Metallic BSDF Node

Not sure if we can call an RGB approximation of complex IOR physically-accurate, I bet it's going to look quite different compared to full-wavelength.

Weizhen Huang commented on pull request blender/blender#114958 2024-08-20 16:04:50 +02:00
Shader: Add Metallic BSDF Node

The Base Color and Edge Tint should also default to Titanium. Maybe we can try on F82 Tint and hope the Artistic Conductor does not look too different.

Weizhen Huang commented on pull request blender/blender#114958 2024-08-20 16:04:49 +02:00
Shader: Add Metallic BSDF Node

I think it's better to put this comment above conductor_ior_from_color() and add Equations to map color to complex IOR, from "Artist...

Weizhen Huang commented on issue blender/blender#104275 2024-08-20 15:53:39 +02:00
Cycles strands always use rounded normals even with custom Normal input to BSDF

@Sergey if the incoming light is below the surface, we return zero no matter what, so disable bump map trick doesn't have any effect here. See bump_shadowing_term(). I guess there is something…