Weizhen Huang weizhen
  • Joined on 2022-10-03
Weizhen Huang created pull request blender/blender#112158 2023-09-08 19:33:21 +02:00
Refactor: Cycles: weight reflection/refraction lobe selection pdf by tint
Weizhen Huang created branch refactor_microfacet_fresnel in weizhen/blender 2023-09-08 19:32:47 +02:00
Weizhen Huang pushed to refactor_microfacet_fresnel at weizhen/blender 2023-09-08 19:32:47 +02:00
b003cdfb9e Refactor: Cycles: weight reflection/refraction lobe selection pdf by tint
Weizhen Huang created pull request blender/blender#112157 2023-09-08 19:25:12 +02:00
Fix: Cycles: wrong refractive index in path guiding
Weizhen Huang created branch fix-path-guiding-eta in weizhen/blender 2023-09-08 19:23:44 +02:00
Weizhen Huang pushed to fix-path-guiding-eta at weizhen/blender 2023-09-08 19:23:44 +02:00
41f6a01788 Fix: Cycles: wrong refractive index in path guiding
063a9e8964 Fix: Cycles: inconsistent normal checks when sampling and evaluating BSDF
87aa34d801 UI: Let asset shelf header resizing affect the entire asset shelf
cc1c38f74d UI: Fix inconsistent menu background padding
e7f1647785 Fix #112081: Incorrect Toolbar Context Highlighting
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Weizhen Huang pushed to main at blender/blender 2023-09-08 19:02:18 +02:00
063a9e8964 Fix: Cycles: inconsistent normal checks when sampling and evaluating BSDF
Weizhen Huang pushed to main at blender/blender 2023-09-08 17:19:58 +02:00
4c6164e292 Cleanup: fix typo in path guiding code
Weizhen Huang pushed to main at blender/blender 2023-09-08 16:56:20 +02:00
1b7d41eba7 Cleanup: add TODOs in bsdf_microfacet.h
f96b9db610 Cleanup: remove redundant fresnel_dielectric()
21ca47d81f Cleanup: rearrange code in bsdf_microfacet.h for better readability
bf82f9442c Cycles: remove defensive sampling in BSDF picking
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Weizhen Huang pushed to refactor-microfacet-fresnel at weizhen/blender 2023-09-08 12:48:26 +02:00
1f6cfc49cc Cleanup: reduce variable scope
10d40d5704 Refactor: Cycles: weight reflection/refraction lobe selection pdf by tint
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Weizhen Huang created branch refactor-microfacet-fresnel in weizhen/blender 2023-09-07 22:54:45 +02:00
Weizhen Huang pushed to refactor-microfacet-fresnel at weizhen/blender 2023-09-07 22:54:45 +02:00
4355995ac8 Refactor: Cycles: weight reflection/refraction lobe selection pdf by tint
3005a66dd1 Cleanup: add TODOs in bsdf_microfacet.h
e7c1af0188 Cleanup: rearrange code in bsdf_microfacet_sample() for better readability
85506b3ca5 Cleanup: delete redundant fresnel_dielectric()
37974b9bb1 Cleanup: return label at the end of bsdf_microfacet_sample()
Compare 10 commits »
Weizhen Huang closed issue blender/blender#112003 2023-09-07 10:38:07 +02:00
Principled Hair 'Huang': hairs horizontally aligned to camera render black
Weizhen Huang commented on issue blender/blender#112003 2023-09-07 10:38:03 +02:00
Principled Hair 'Huang': hairs horizontally aligned to camera render black

Suggestion to the description is irrelevant to the original bug report. Since the reported bug is solved, this issue should be closed.

Weizhen Huang commented on pull request blender/blender#111806 2023-09-06 17:12:14 +02:00
Cycles: add distance-dependent transmission color in Principled BSDF

I don't think scattering would be a problem (do we want anisotropy or not?) but internal blocks might be, so I want to figure out how to do nested dielectrics first. 12% seems a lot to me.

Weizhen Huang suggested changes for blender/blender#112031 2023-09-06 16:49:30 +02:00
Cycles: Deduplicate sphere intersection test

Hi, I committed the fix in fedeaab30f, thanks for investigating.

Weizhen Huang pushed to main at blender/blender 2023-09-06 16:24:15 +02:00
fedeaab30f Fix #112005: increase ray_sphere_intersect() precision
Weizhen Huang closed issue blender/blender#112005 2023-09-06 16:24:09 +02:00
Blender 4.0: Cycles - Point lights Viewport shape and size regression
Weizhen Huang commented on pull request blender/blender#112031 2023-09-06 15:50:11 +02:00
Cycles: Deduplicate sphere intersection test

Hi, I was about to push a fix to #112005

Weizhen Huang commented on issue blender/blender#112003 2023-09-06 14:35:23 +02:00
Principled Hair 'Huang': hairs horizontally aligned to camera render black

Hi, the problem is that the new Hair BSDF requires the curve normal for elliptical cross-sections, which is only available when the hair geometry is created via Curve->Empty Hair or Curve->Fur,…