Weizhen Huang weizhen
  • Joined on 2022-10-03
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…

Weizhen Huang commented on issue blender/blender#108992 2024-08-19 18:20:46 +02:00
Cycles: Ambient Occlusion not working with OptiX OSL

The darker droplets is because you mix with black based on ambient occlusion, and the pool is occuluded by the droplets <img width="297" alt="image" src="attachments/0ce91947-aa7c-403a-90ad-c51c6…

Weizhen Huang commented on issue blender/blender#104275 2024-08-19 17:39:01 +02:00
Cycles strands always use rounded normals even with custom Normal input to BSDF

This is the same issue as bump mapping: when the geometry normal and the shading normal differ, the reflected ray might go below the surface and get discarded. By taking the absolute value of the…

Weizhen Huang deleted branch volume-shadow-visibility from blender/blender-test-data 2024-08-19 15:53:39 +02:00
Weizhen Huang pushed to main at blender/blender 2024-08-19 15:53:03 +02:00
be0d2e19b5 Fix #115998: Cycles volume too dark when shadow ray visibility is off
Weizhen Huang deleted branch fix-volume-shadow-visibility from weizhen/blender 2024-08-19 15:53:02 +02:00
Weizhen Huang closed issue blender/blender#115998 2024-08-19 15:53:01 +02:00
too dark objects inside a volume object with shadows disabled (cycles)
Weizhen Huang merged pull request blender/blender#126139 2024-08-19 15:52:58 +02:00
Fix #115998: Cycles volume too dark when shadow ray visibility is off
Weizhen Huang pushed to main at blender/blender-test-data 2024-08-19 15:52:10 +02:00
528aadad4b Cycles: Update test images due to changes of shadow visibility in volume
Weizhen Huang pushed to fix-volume-shadow-visibility at weizhen/blender 2024-08-19 14:58:58 +02:00
0ba93fcba3 update test images
Weizhen Huang created branch volume-shadow-visibility in blender/blender-test-data 2024-08-19 14:58:01 +02:00
Weizhen Huang pushed to volume-shadow-visibility at blender/blender-test-data 2024-08-19 14:58:01 +02:00
528aadad4b Cycles: Update test images due to changes of shadow visibility in volume
Weizhen Huang pushed to fix-volume-shadow-visibility at weizhen/blender 2024-08-19 14:46:31 +02:00
e2358fbdbb address review
Weizhen Huang pushed to fix-volume-shadow-visibility at weizhen/blender 2024-08-19 14:44:50 +02:00
a5b8165b59 Fix #115998: Cycles volume too dark when shadow ray visibility is off
51461d0561 Cleanup: Spelling of data-block in a comment
1a07c08718 GPv3: Eyedropper tool
ba61fc9326 Compositor: Allow delayed typing for results
975dcea23f OpenGL: Enable High Quality Normals for Legacy AMD Drivers
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