Weizhen Huang weizhen
  • Joined on 2022-10-03
Weizhen Huang pushed to equiangular-valid-range at weizhen/blender 2024-03-13 19:33:04 +01:00
62c180c8e8 WIP: Cycles: improve light with spread in volume
68132048cf Declare LightSample ls outside of ..direct_light()
fb099b0212 Merge branch 'blender-v4.1-release'
3e8ed795cb Release: Re-commit splash with proper settings.
4e303751ff UI: Some Icons Resized
Compare 10 commits »
Weizhen Huang created branch equiangular-valid-range in weizhen/blender 2024-03-13 19:33:04 +01:00
Weizhen Huang pushed to fix-nee-self-intersection at weizhen/blender 2024-03-13 15:19:47 +01:00
d4d7eff7e0 Fix Cycles NEE not excluding self intersection
03735d0339 Fix #119244: Auto-Depth fails when we have arrow gizmos in the 3D View
e4550b8acf Merge branch 'blender-v4.1-release'
34d6681ccc Release: Update freedesktop file for 4.1.
9a127a967b Merge branch 'blender-v4.1-release'
Compare 10 commits »
Weizhen Huang created branch fix-nee-self-intersection in weizhen/blender 2024-03-13 15:19:47 +01:00
Weizhen Huang pushed to main at weizhen/.profile 2024-03-13 10:10:01 +01:00
d9a5320744 Update reports/2024.md
Weizhen Huang commented on pull request blender/blender#119389 2024-03-12 21:37:08 +01:00
Fix #114634: correlated samples in volume when using equiangular sampling and light tree

Reuse the sampled light position would make it easier for equiangular sampling to compute the valid range, not sure if it would be noisier or cause fireflies near the light source, I can also give…

Weizhen Huang commented on pull request blender/blender#119389 2024-03-12 21:14:43 +01:00
Fix #114634: correlated samples in volume when using equiangular sampling and light tree

I'm not sure I like this solution, but it's the first one I got working without bias (except for the aforementioned TODOs). A potential problem is that the result might be noisier when the light…

Weizhen Huang created pull request blender/blender#119389 2024-03-12 17:48:32 +01:00
WIP: Fix #114634: correlated samples in volume when using equiangular sampling and light tree
Weizhen Huang pushed to fix-volume-light-tree at weizhen/blender 2024-03-12 17:36:48 +01:00
4b3d847d03 WIP: Fix correlated light samples in volume when using equiangular sampling
Weizhen Huang pushed to fix-volume-light-tree at weizhen/blender 2024-03-12 17:33:06 +01:00
0199c32de4 WIP: Fix correlated light samples in volume when using equiangular sampling
3ce51581b9 Refactor: make light_distribution/tree_sample only pick light
acb4fd314a Cleanup: add emitter_id entry in LightSample
ae05702f2d Declare LightSample ls outside of ..direct_light()
Compare 4 commits »
Weizhen Huang pushed to fix-volume-light-tree at weizhen/blender 2024-03-12 17:24:42 +01:00
5d99c9cf7d WIP: Fix correlated light samples in volume when using equiangular sampling
89b7b314ee Refactor: make light_distribution/tree_sample only pick light
9d3db63c3c Cleanup: add emitter_id entry in LightSample
d4349d68da Cleanup: reorganize parameters of function triangle_light_pdf()
97e7ae132b Declare LightSample ls outside of ..direct_light()
Compare 10 commits »
Weizhen Huang created branch fix-volume-light-tree in weizhen/blender 2024-03-12 17:24:42 +01:00
Weizhen Huang approved blender/blender#119224 2024-03-08 23:28:51 +01:00
Fix #114515: Cycles: Numerical precision issues in triangle light sampling

You should remove the computation of sin_b_sin_c_2 now that it's unused. Otherwise looks good.

Weizhen Huang commented on issue blender/blender#114634 2024-03-08 14:11:22 +01:00
Light tree can't sample correctly spotlight with volume (Blender 3.6 / 4.0 / 4.1 All versions of blender)

Turns out we are using the same random number for volume segment and volume direct light. Without light tree it means we sample the same light twice, with light tree the two samples are correlated,…

Weizhen Huang commented on pull request blender/blender#119169 2024-03-07 21:13:26 +01:00
UI: Add input descriptions for Shader Nodes and fix Principled BSDF parameters.

Thank you! This is much appreciated.

Weizhen Huang commented on pull request blender/blender#119169 2024-03-07 21:13:25 +01:00
UI: Add input descriptions for Shader Nodes and fix Principled BSDF parameters.

"Blend factor between an octave and its previous one. A value of zero corresponds to zero detail"

Weizhen Huang commented on pull request blender/blender#119169 2024-03-07 21:13:24 +01:00
UI: Add input descriptions for Shader Nodes and fix Principled BSDF parameters.

This is rather hard to understand. Maybe "The difference in scale between two consecutive octaves. A larger value corresponds to a larger difference".

Weizhen Huang commented on pull request blender/blender#119169 2024-03-07 21:13:23 +01:00
UI: Add input descriptions for Shader Nodes and fix Principled BSDF parameters.

..give more detailed noise but increase render time.