Commit: 3cd5eb56cf5c9006837f111c8866e4c6e1c2a6fd
Author: Pascal Schoen
Date: Fri Sep 16 08:47:56 2016 +0200
Branches: cycles_disney_brdf
https://developer.blender.org/rB3cd5eb56cf5c9006837f111c8866e4c6e1c2a6fd
Fixed a bug in the Disney BSDF that caused specular reflections to be too
bright and diffuse is now reacting to the roughness again
- A normalization for the fresnel was missing which caused the specular
reflections to become too bright for the single-scatter GGX
- The roughness value for the diffuse BSSRDF part has always been
overwritten and thus always 0
- Also the performance for refractive materials with roughness=0.0 has
been improved
===================================================================
M intern/cycles/kernel/closure/bsdf_disney_specular.h
M intern/cycles/kernel/closure/bsdf_microfacet.h
M intern/cycles/kernel/closure/bsdf_reflection.h
M intern/cycles/kernel/closure/bssrdf.h
M intern/cycles/kernel/osl/osl_closures.cpp
M intern/cycles/kernel/osl/osl_closures.h
M intern/cycles/kernel/svm/svm_closure.h
===================================================================
diff --git a/intern/cycles/kernel/closure/bsdf_disney_specular.h
b/intern/cycles/kernel/closure/bsdf_disney_specular.h
index 7e8139f..b83bb29 100644
--- a/intern/cycles/kernel/closure/bsdf_disney_specular.h
+++ b/intern/cycles/kernel/closure/bsdf_disney_specular.h
@@ -35,34 +35,39 @@
CCL_NAMESPACE_BEGIN
+typedef ccl_addr_space struct DisneySpecularExtra {
+ float3 T, baseColor, cspec0;
+ bool alpha_x, alpha_y, rough_g, ior;
+} DisneySpecularExtra;
+
typedef ccl_addr_space struct DisneySpecularBsdf {
SHADER_CLOSURE_BASE;
- float specular, specularTint, roughness, metallic, anisotropic,
alpha_x, alpha_y, rough_g;
- float3 N, T;
- float3 baseColor, cspec0;
+ float specular, specularTint, roughness, metallic, anisotropic;
+ float3 N;
+ DisneySpecularExtra *extra;
} DisneySpecularBsdf;
ccl_device int bsdf_disney_specular_setup(DisneySpecularBsdf *bsdf)
{
- float m_cdlum = 0.3f * bsdf->baseColor.x + 0.6f * bsdf->baseColor.y +
0.1f * bsdf->baseColor.z; // luminance approx.
+ float m_cdlum = 0.3f * bsdf->extra->baseColor.x + 0.6f *
bsdf->extra->baseColor.y + 0.1f * bsdf->extra->baseColor.z; // luminance approx.
- float3 m_ctint = m_cdlum > 0.0f ? bsdf->baseColor / m_cdlum :
make_float3(1.0f, 1.0f, 1.0f); // normalize lum. to isolate hue+sat
+ float3 m_ctint = m_cdlum > 0.0f ? bsdf->extra->baseColor / m_cdlum :
make_float3(1.0f, 1.0f, 1.0f); // normalize lum. to isolate hue+sat
float3 tmp_col = make_float3(1.0f, 1.0f, 1.0f) * (1.0f -
bsdf->specularTint) + m_ctint * bsdf->specularTint; // lerp(make_float3(1.0f,
1.0f, 1.0f), m_ctint, sc->data2/*specularTint*/);
- bsdf->cspec0 = (bsdf->specular * 0.08f * tmp_col) * (1.0f -
bsdf->metallic) + bsdf->baseColor * bsdf->metallic; //
lerp(sc->data1/*specular*/ * 0.08f * tmp_col, sc->color0/*baseColor*/,
sc->data0/*metallic*/);
+ bsdf->extra->cspec0 = (bsdf->specular * 0.08f * tmp_col) * (1.0f -
bsdf->metallic) + bsdf->extra->baseColor * bsdf->metallic; //
lerp(sc->data1/*specular*/ * 0.08f * tmp_col, sc->color0/*baseColor*/,
sc->data0/*metallic*/);
float aspect = safe_sqrtf(1.0f - bsdf->anisotropic * 0.9f);
float r2 = sqr(bsdf->roughness);
/* ax */
- bsdf->alpha_x = fmaxf(0.001f, r2 / aspect);
+ bsdf->extra->alpha_x = fmaxf(0.001f, r2 / aspect);
/* ay */
- bsdf->alpha_y = fmaxf(0.001f, r2 * aspect);
+ bsdf->extra->alpha_y = fmaxf(0.001f, r2 * aspect);
/* rough_g */
- bsdf->rough_g = sqr(bsdf->roughness * 0.5f + 0.5f);
+ bsdf->extra->rough_g = sqr(bsdf->roughness * 0.5f + 0.5f);
bsdf->type = CLOSURE_BSDF_DISNEY_SPECULAR_ID;
return SD_BSDF|SD_BSDF_HAS_EVAL;
@@ -75,7 +80,7 @@ ccl_device float3 bsdf_disney_specular_eval_reflect(const
ShaderClosure *sc, con
float3 N = bsdf->N;
- if (fmaxf(bsdf->alpha_x, bsdf->alpha_y) <= 1e-4f)
+ if (bsdf->extra->alpha_x*bsdf->extra->alpha_y <= 1e-7f)
return make_float3(0.0f, 0.0f, 0.0f);
float cosNO = dot(N, I);
@@ -84,10 +89,10 @@ ccl_device float3 bsdf_disney_specular_eval_reflect(const
ShaderClosure *sc, con
if (cosNI > 0 && cosNO > 0) {
/* get half vector */
float3 m = normalize(omega_in + I);
- float alpha2 = bsdf->alpha_x * bsdf->alpha_y;
+ float alpha2 = bsdf->extra->alpha_x * bsdf->extra->alpha_y;
float D, G1o, G1i;
- if (bsdf->alpha_x == bsdf->alpha_y) {
+ if (bsdf->extra->alpha_x == bsdf->extra->alpha_y) {
/* isotropic
* eq. 20: (F*G*D)/(4*in*on)
* eq. 33: first we calculate D(m) */
@@ -104,12 +109,12 @@ ccl_device float3 bsdf_disney_specular_eval_reflect(const
ShaderClosure *sc, con
else {
/* anisotropic */
float3 X, Y, Z = N;
- make_orthonormals_tangent(Z, bsdf->T, &X, &Y);
+ make_orthonormals_tangent(Z, bsdf->extra->T, &X, &Y);
// distribution
float3 local_m = make_float3(dot(X, m), dot(Y, m), dot(Z, m));
- float slope_x = -local_m.x/(local_m.z*bsdf->alpha_x);
- float slope_y = -local_m.y/(local_m.z*bsdf->alpha_y);
+ float slope_x = -local_m.x/(local_m.z*bsdf->extra->alpha_x);
+ float slope_y = -local_m.y/(local_m.z*bsdf->extra->alpha_y);
float slope_len = 1 + slope_x*slope_x + slope_y*slope_y;
float cosThetaM = local_m.z;
@@ -123,7 +128,7 @@ ccl_device float3 bsdf_disney_specular_eval_reflect(const
ShaderClosure *sc, con
float cosPhiO = dot(I, X);
float sinPhiO = dot(I, Y);
- float alphaO2 = (cosPhiO*cosPhiO)*(bsdf->alpha_x*bsdf->alpha_x) +
(sinPhiO*sinPhiO)*(bsdf->alpha_y*bsdf->alpha_y);
+ float alphaO2 =
(cosPhiO*cosPhiO)*(bsdf->extra->alpha_x*bsdf->extra->alpha_x) +
(sinPhiO*sinPhiO)*(bsdf->extra->alpha_y*bsdf->extra->alpha_y);
alphaO2 /= cosPhiO*cosPhiO + sinPhiO*sinPhiO;
G1o = 2 / (1 + safe_sqrtf(1 + alphaO2 * tanThetaO2));
@@ -132,7 +137,7 @@ ccl_device float3 bsdf_disney_specular_eval_reflect(const
ShaderClosure *sc, con
float cosPhiI = dot(omega_in, X);
float sinPhiI = dot(omega_in, Y);
- float alphaI2 =
(cosPhiI*cosPhiI)*(bsdf->alpha_x*bsdf->alpha_x) +
(sinPhiI*sinPhiI)*(bsdf->alpha_y*bsdf->alpha_y);
+ float alphaI2 =
(cosPhiI*cosPhiI)*(bsdf->extra->alpha_x*bsdf->extra->alpha_x) +
(sinPhiI*sinPhiI)*(bsdf->extra->alpha_y*bsdf->extra->alpha_y);
alphaI2 /= cosPhiI*cosPhiI + sinPhiI*sinPhiI;
G1i = 2 / (1 + safe_sqrtf(1 + alphaI2 * tanThetaI2));
@@ -144,7 +149,7 @@ ccl_device float3 bsdf_disney_specular_eval_reflect(const
ShaderClosure *sc, con
float common = D * 0.25f / cosNO;
float FH = schlick_fresnel(dot(omega_in, m));
- float3 F = bsdf->cspec0 * (1.0f - FH) + make_float3(1.0f, 1.0f,
1.0f) * FH; // lerp(sc->custom_color0, make_float3(1.0f, 1.0f, 1.0f), FH);
+ float3 F = bsdf->extra->cspec0 * (1.0f - FH) +
make_float3(1.0f, 1.0f, 1.0f) * FH; // lerp(sc->custom_color0,
make_float3(1.0f, 1.0f, 1.0f), FH);
float3 out = F * G * common;
@@ -181,25 +186,23 @@ ccl_device int bsdf_disney_specular_sample(const
ShaderClosure *sc,
if(cosNO > 0) {
float3 X, Y, Z = N;
- if (bsdf->alpha_x == bsdf->alpha_y)
+ if (bsdf->extra->alpha_x == bsdf->extra->alpha_y)
make_orthonormals(Z, &X, &Y);
else
- make_orthonormals_tangent(Z, bsdf->T, &X, &Y);
+ make_orthonormals_tangent(Z, bsdf->extra->T, &X, &Y);
/* importance sampling with distribution of visible normals.
vectors are
* transformed to local space before and after */
float3 local_I = make_float3(dot(X, I), dot(Y, I), cosNO);
float3 local_m;
- float3 m;
float G1o;
- local_m = importance_sample_microfacet_stretched(local_I,
bsdf->alpha_x, bsdf->alpha_y,
+ local_m = importance_sample_microfacet_stretched(local_I,
bsdf->extra->alpha_x, bsdf->extra->alpha_y,
randu, randv, false, &G1o);
- m = X*local_m.x + Y*local_m.y + Z*local_m.z;
+ float3 m = X*local_m.x + Y*local_m.y + Z*local_m.z;
float cosThetaM = local_m.z;
- /* reflection or refraction? */
float cosMO = dot(m, I);
if(cosMO > 0) {
@@ -207,7 +210,7 @@ ccl_device int bsdf_disney_specular_sample(const
ShaderClosure *sc,
*omega_in = 2 * cosMO * m - I;
if(dot(Ng, *omega_in) > 0) {
- if (fmaxf(bsdf->alpha_x, bsdf->alpha_y) <=
1e-4f) {
+ if (bsdf->extra->alpha_x*bsdf->extra->alpha_y
<= 1e-7f) {
/* some high number for MIS */
*pdf = 1e6f;
*eval = make_float3(1e6f, 1e6f, 1e6f);
@@ -215,10 +218,10 @@ ccl_device int bsdf_disney_specular_sample(const
ShaderClosure *sc,
else {
/* microfacet normal is visible to this ray */
/* eq. 33 */
- float alpha2 = bsdf->alpha_x *
bsdf->alpha_y;
+ float alpha2 = bsdf->extra->alpha_x *
bsdf->extra->alpha_y;
float D, G1i;
- if (bsdf->alpha_x == bsdf->alpha_y) {
+ if (bsdf->extra->alpha_x ==
bsdf->extra->alpha_y) {
float cosThetaM2 = cosThetaM * cosThetaM;
float cosThetaM4 = cosThetaM2 * cosThetaM2;
float tanThetaM2 = 1/(cosThetaM2) - 1;
@@ -232,8 +235,8 @@ ccl_device int bsdf_disney_specular_sample(const
ShaderClosure *sc,
}
else {
/* anisotropic distribution */
- float slope_x = -local_m.x /
(local_m.z*bsdf->alpha_x);
- float slope_y = -local_m.y /
(local_m.z*bsdf->alpha_y);
+ float slope_x = -local_m.x /
(local_m.z*bsdf->extra->alpha_x);
+ float slope_y = -local_m.y /
(local_m.z*bsdf->extra->alpha_y);
float slope_len = 1 + slope_x*slope_x +
slope_y*slope_y;
float cosThetaM = local_m.z;
@@ -249,7 +252,7 @@ ccl_device int bsdf_disney_specular_sample(const
ShaderClosure *sc,
float cosPhiI = dot(*omega_in, X);
float sinPhiI = dot(*omega_in, Y);
- float alphaI2 =
(cosPhiI*cosPhiI)*(bsdf->alpha_x*bsdf->alpha_x) +
(sinPhiI*sinPhiI)*(bsdf->alpha_y*bsdf->alpha_y);
+ float alphaI2 =
(cosPhiI*cosPhiI)*(bsdf->extra->alpha_x*bsdf->extra->alpha_x) +
(sinPhiI*sinPhiI)*(bsdf->extra->alpha_y*bsdf->extra->alpha_y);
alphaI2 /= cosPhiI*cosPhiI + sinPhiI*sinPhiI;
G1i = 2 / (1 + safe_sqrtf(1 + alphaI2 * tanThetaI2));
@@ -259,8 +262,9 @@ ccl_device int bsdf_disney_specular_sample(const
ShaderClosure *sc,
float common = (G1o * D) * 0.25f / cosNO;
*pdf = common;
- float FH =
schlick_fresnel(dot(*omega_in, m));
- float3 F = bsdf->cspec0 * (1.0f - FH) +
make_float3(1.0f, 1.0f, 1.0f) * FH; // lerp(sc->custom_color0,
make_float3(1.0f, 1.0f, 1.0f), FH);
+ float FH =
fresnel_dielectric_cos(dot(*omega_in, m), bsdf->extra->ior);
+ //float FH =
schlick_fresnel(dot(*omega_in, m));
+ float3 F = bsdf->extra->cspec0 * (1.0f
- FH) + make_float3(1.0f, 1.0f, 1.0f) * FH; // lerp(sc->custom_color0,
make_float3(1.0f, 1.0f, 1.0f), FH);
*eval = G1i * common * F;
}
diff --git a/intern/cycles/kernel/closure/bsdf_microfacet.h
b/intern/cycles/kernel/closure/bsdf_microfacet.h
index 9ab9b17..6c2f295 100644
--- a/i
@@ Diff output truncated at 10240 characters. @@
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