Weizhen Huang weizhen
  • Joined on 2022-10-03
Weizhen Huang commented on pull request blender/blender#112552 2023-09-25 02:25:03 +02:00
Cycles/EEVEE: Change Specular input on Principled BSDF to affect IOR

Maybe “Adjust the specular reflectivity by modulating the IOR (0.5 means no adjustment, 0 removes all reflections, 1 doubles the reflectivity at normal incidence)”?

Weizhen Huang commented on pull request blender/blender#112552 2023-09-25 02:21:27 +02:00
Cycles/EEVEE: Change Specular input on Principled BSDF to affect IOR

OpenPBR does combine them

Indeed, they say “We assume that specular_ior (including any modulation via specular_ior_level as in equation ) defines n”

I don’t really like this approach…

Weizhen Huang commented on pull request blender/blender#112192 2023-09-19 19:46:37 +02:00
Cycles/EEVEE: Change specular tint in Principled BSDF from float to color

The pull request is now ready for review, with two TODOs that I probably have no time nor effort to finish. A few comments:

  • The multiscatter saturation logic of glass in EEVEE is copied from…
Weizhen Huang pushed to principled-specular-tint at weizhen/blender 2023-09-19 19:21:08 +02:00
84ad02cfe7 make format
09c1b3fdc5 Merge branch 'main' into principled-specular-tint
d7efd0b658 Add description
a1b0ba9812 Add versioning
cabf935afb Fix: Box select not working with tweak took in VSE
Compare 48 commits »
Weizhen Huang pushed to main at blender/blender 2023-09-19 15:03:00 +02:00
cae90106ac Fix: Cycles: assert error in microfacet BSDF
Weizhen Huang commented on pull request blender/blender#112551 2023-09-19 11:50:57 +02:00
Cycles: Add Metallic Tint to Principled BSDF using F82-Tint model

We should add a reference to the formula. I guess Fresnel and Schlick is well-known enough so people know how to search for them, but this F82 is not.

Weizhen Huang commented on pull request blender/blender#112551 2023-09-19 11:50:57 +02:00
Cycles: Add Metallic Tint to Principled BSDF using F82-Tint model

Does this metallic tint belong in the specular panel? In my pull request #112192 I was not sure if the specular tint should affect the metal edge color, because I think the metallic tint should go to the metallic panel. I don't think we should put both in the same panel.

Weizhen Huang commented on pull request blender/blender#112551 2023-09-19 11:50:56 +02:00
Cycles: Add Metallic Tint to Principled BSDF using F82-Tint model

If this is not implemented yet I would suggest to add a TODO in the metallic block.

Weizhen Huang suggested changes for blender/blender#112552 2023-09-19 10:44:02 +02:00
Cycles/EEVEE: Change Specular input on Principled BSDF to affect IOR

A specular value of 0 giving a diffuse material does sound more intuitive to me than the current approach. But I agree with Alaska that if transparent materials should not make use of the specular input, then we also shouldn't let the specular input affect the transparent IOR. We can adjust the specular IOR locally in its own block.

Weizhen Huang commented on pull request blender/blender#112552 2023-09-19 10:44:01 +02:00
Cycles/EEVEE: Change Specular input on Principled BSDF to affect IOR

This description is incorrect. A value of 1 doubles the reflectance only at normal incidence

Weizhen Huang commented on pull request blender/blender#112552 2023-09-19 10:44:00 +02:00
Cycles/EEVEE: Change Specular input on Principled BSDF to affect IOR

Don't move F0_from_ior() to here because

Weizhen Huang commented on pull request blender/blender#112314 2023-09-18 18:36:41 +02:00
Add panels to Principled BSDF node

Should the SSS type menu (Random Walk, etc) be left outside the subsurface panel? does it affect anything except subsurface?

No, it would be good to put those options (or enums as Brecht…

Weizhen Huang pushed to main at blender/blender 2023-09-18 18:19:08 +02:00
05c053cd25 Cycles: make transmission color in Pricipled BSDF match the base color
Weizhen Huang commented on pull request blender/blender#112390 2023-09-18 17:34:12 +02:00
EEVEE: use Schlick's approximation instead of real Fresnel for glass

I just fixed it in main by using if (do_multiscatter != 0.0). But yes would be much better if the parameter is bool.

Weizhen Huang pushed to main at blender/blender 2023-09-18 17:30:07 +02:00
1cb7e29123 Fix: EEVEE: implicit cast from float to bool in Multiscatter GGX
Weizhen Huang pushed to principled-specular-tint at weizhen/blender 2023-09-18 16:21:46 +02:00
b3ddc0dc86 Merge branch 'main' into principled-specular-tint
e894e6a411 Fix: Cycles: wrong refractive index in path guiding
c951464b8a Fix #112521: Socket in_out type specified as a simple enum
34877ec38b Fix #112083: Loop cut requires GL only in interactive mode
Compare 4 commits »
Weizhen Huang deleted branch fix-path-guiding-eta from weizhen/blender 2023-09-18 16:21:00 +02:00
Weizhen Huang merged pull request blender/blender#112157 2023-09-18 16:20:58 +02:00
Fix: Cycles: wrong refractive index in path guiding
Weizhen Huang pushed to main at blender/blender 2023-09-18 16:20:57 +02:00
e894e6a411 Fix: Cycles: wrong refractive index in path guiding
Weizhen Huang pushed to principled-specular-tint at weizhen/blender 2023-09-18 16:16:50 +02:00
6a6c371c02 Cleanup: f0 -> F0
06ae037097 Apply the change also in EEVEE-Next
Compare 2 commits »