Weizhen Huang weizhen
  • Joined on 2022-10-03
Weizhen Huang closed issue blender/blender#123159 2024-08-08 18:00:12 +02:00
Overlay: Face Orientation Flickers
Weizhen Huang commented on issue blender/blender#123159 2024-08-08 18:00:04 +02:00
Overlay: Face Orientation Flickers

The flickering is because you enabled Face Orientation in Overlay. Closed as a duplication of #124013.

Weizhen Huang commented on issue blender/blender#125216 2024-08-08 16:03:44 +02:00
Cycles: Improve performance for transparency and volume

@Alaska yes, seems like it's scene-dependent, for the spring scene the penalty seems fine, but here a 1.68x penalty seems too large to me.

Besides quick canceling, scheduling less samples also…

Weizhen Huang commented on issue blender/blender#125216 2024-08-08 15:12:10 +02:00
Cycles: Improve performance for transparency and volume

Another thing I found out is that the occupancy on GPU is as low as 0.02 for the 4.2 splash screen scene. This is due to 5f11ae70ea: for quick cancel of rendering, we now schedule less samples, so…

Weizhen Huang commented on issue blender/blender#125216 2024-08-08 14:05:01 +02:00
Cycles: Improve performance for transparency and volume

our microdisplacement code

Which part are you refering to?

Weizhen Huang commented on issue blender/blender#125216 2024-08-08 13:50:47 +02:00
Cycles: Improve performance for transparency and volume

For the material in the screenshot above, the third one is relevant

This only simplifies shading, intersection will be as expensive since we need to record the intersection and shade later.…

Weizhen Huang commented on issue blender/blender#125216 2024-08-08 12:46:56 +02:00
Cycles: Improve performance for transparency and volume

Preliminary conclusions

For scenes with many transparent bounces, we can consider the following solutions to improve performance:

  • Ask the artists to optimize their material setup
  • Use…
Weizhen Huang commented on pull request blender/blender#119884 2024-08-07 21:14:46 +02:00
Fix #119797: Noise Texture Precision Issues

I wonder on which device were you testing when you said you didn't see any performance difference? I would like to test on other platforms too.

At other places where fmod is occasionally…

Weizhen Huang opened issue blender/blender#126038 2024-08-07 15:57:59 +02:00
Default Cube has Transparent Shadows off
Weizhen Huang created branch cleanup-noise in weizhen/blender 2024-08-07 14:49:18 +02:00
Weizhen Huang pushed to cleanup-noise at weizhen/blender 2024-08-07 14:49:18 +02:00
5e27942a8b Cleanup: Cycles: rename safe noise functions
f0e7c5ff3f Refactor: reduce duplication in SVM fractal noise functions
21a65e4060 Cleanup: Cycles: remove unused noise functions
cadfa975e7 Fix: Shape keys do not work with boundary brush
2e0b4b6ba2 Sculpt: Partial refactor of mesh filter types
Compare 10 commits »
Weizhen Huang commented on pull request blender/blender#125999 2024-08-07 13:03:53 +02:00
Cleanup: Cycles: Consolidate coordinate system conversions

I tried to change sinf/cosf -> sincosf too in the past and did not see any improvement. If we could measure the difference it's good, but if not I would not do it when unnecessary, sometimes…

Weizhen Huang commented on pull request blender/blender#125919 2024-08-07 12:04:44 +02:00
Fix #114940: Cycles: GGX roughness has abrupt cutoff

Replacing dot(N, H) with local_H.z makes sense to me.

Looking at the precision ([c++ shell](https://cpp.sh/?source=%23include+%3Ccmath%3E%0A%23include+%3Ciostream%3E%0A%23include+%3Climits%3

Weizhen Huang reopened issue blender/blender#125093 2024-08-06 17:27:22 +02:00
oneAPI Embree GPU, transparent shadows will render opaque if transparent bounces is 1024
Weizhen Huang commented on issue blender/blender#125093 2024-08-06 17:27:17 +02:00
oneAPI Embree GPU, transparent shadows will render opaque if transparent bounces is 1024

I guess we were discussing "does this fix #xxx" and that triggered gitea to close the report.

Weizhen Huang commented on pull request blender/blender#125919 2024-08-06 16:48:29 +02:00
Fix #114940: Cycles: GGX roughness has abrupt cutoff

@Sergey I was suggesting to add something like alpha2 = max(alpha2, 5e-8f); inside bsdf_D().

Weizhen Huang commented on pull request blender/blender#125919 2024-08-06 16:33:49 +02:00
Fix #114940: Cycles: GGX roughness has abrupt cutoff

I can confirm the banding artefacts with Beckmann. Not sure if we can improve the precision in this case, otherwise it's fine to clamp for Beckmann when evaluating, Beckmann's tail is not obvious…

Weizhen Huang pushed to stochastic_eval at weizhen/blender 2024-08-06 15:57:15 +02:00
112679d249 Forgot random number for shadow