February 14, 2021, 17:06 (GMT) |
Sculpt Expand: Fix wrong expandcache ref when finishing expand |
February 14, 2021, 16:45 (GMT) |
Sculpt Expand: Render the origin of expand as part of the cursor |
February 14, 2021, 16:42 (GMT) |
Merge branch 'master' into sculpt-dev |
February 14, 2021, 16:07 (GMT) |
Cycles: Implement Dwivedi guiding for path-traced subsurface scattering Cycles has supported path-traced subsurface scattering for a while, but while it's more accurate than other approaches, the increase in noise makes it an expensive option. To improve this, this patch implements Dwivedi guiding, a technique that is based on zero-variance random walk theory from particle physics and helps to produce shorter random walks with more consistent throughput. The idea behind this is that in non-white materials, each scattering event inside the medium reduces the path throughput. Therefore, the darker the material is, the lower the contribution of paths that travel far from the origin is. In order to reduce variance, Dwivedi guiding uses modified direction and distance sampling functions that favor paths which go back towards the medium interface. By carefully selecting these sampling distributions, variance can be greatly reduced, and as a neat side effect shorter paths are produced, which speeds up the process. One limitation of just blindly applying this is that the guiding is derived from the assumption of a medium that covers an infinite half-space. Therefore, at corners or thin geometry where this does not hold, the algorithm might lead to fireflies. To avoid this, the implementation here uses MIS to combine the classic and guided sampling. Since each of those works on one of the three color channels, the final estimator combines six sampling techniques. This results in some unintuitive math, but I tried to structure it in a way that makes some sense. Another improvement is that in areas where the other side of the mesh is close (e.g. ears), the algorithm has a chance to switch to guiding towards the other side. This chance is based on how deep the random walk is inside the object, and once again MIS is applied to the decision, giving a total of nine techniques. Combining all this, the noise of path-traced subsurface scattering is reduced significantly. In my testing with the Rain character model and a simple lighting setup, the path-traced SSS is now actually less noisy than the Christensen-Burley approximation at same render time while of course still being significantly more realistic. Differential Revision: https://developer.blender.org/D9932 |
February 14, 2021, 09:58 (GMT) |
Cleanup: spelling |
February 14, 2021, 08:56 (GMT) |
cmake/deps: Update mesa to 20.3.4 This resolves build error with Py3.9x, use meson build system since autoconf/automake are no longer supported. This adds ninja & meson as dependencies for Linux. Reviewed By: brecht, sybren Ref D10282 |
February 14, 2021, 03:30 (GMT) |
Merge branch 'master' into temp-geometry-nodes-instances-api-v2 |
February 14, 2021, 03:27 (GMT) |
Cleanup: Simplify geometry nodes attribute API usage Getting an "ouput" attribute is equivalent to creating an attribute and then getting a write attribute. Replace the latter with the former for consistency with other code, and to decrease the used surface area of the attribute API to hopefully facilitate future cleanup. |
February 14, 2021, 03:06 (GMT) |
Merge branch 'master' into temp-geometry-nodes-instances-api-v2 |
February 14, 2021, 01:18 (GMT) |
Cleanup: use doxy sections |
February 14, 2021, 00:44 (GMT) |
Cleanup: use return argument prefix |
February 14, 2021, 00:44 (GMT) |
Cleanup: correct/update comments |
February 14, 2021, 00:27 (GMT) |
Cleanup: unused function |
February 14, 2021, 00:20 (GMT) |
Cleanup: remove commented logic for Alt-Pad0 to use previous camera While this could be useful, it's been removed since 2.4x, keeping this here doesn't help add it back since it would need to be re-implemented. |
February 14, 2021, 00:19 (GMT) |
Cleanup: spelling |
February 13, 2021, 23:23 (GMT) |
Cleanup: Source Code Typos Corrects approximately 36 spelling errors in source variable names. Differential Revision: https://developer.blender.org/D10347 Reviewed by Hans Goudey |
February 13, 2021, 18:08 (GMT) |
EEVEE: Fix glass with sharp distribution not ignoring roughness |
February 13, 2021, 17:55 (GMT) |
EEVEE: Change cubemap roughness fit This changes the roughness mapping to better utilize the mip chain resolution. This improves glossy reflections with small roughness. Lightcache version bumped because old data does not have the same roughness mapping and cannot be used. |
February 13, 2021, 17:53 (GMT) |
EEVEE: Update Offline LUT This follows a change in the LUT generation code. |
February 13, 2021, 17:52 (GMT) |
EEVEE: Update LUT GGX generation shader This modifies the principled BSDF and the Glass BSDF which now have better fit to multiscatter GGX. Code to generate the LUT have been updated and can run at runtime. The refraction LUT has been changed to have the critical angle always centered around one pixel so that interpolation can be mitigated. Offline LUT data will be updated in another commit This simplify the BTDF retreival removing the manual clean cut at low roughness. This maximize the precision of the LUT by scalling the sides by the critical angle. I also touched the ior > 1.0 approximation to be smoother. Also incluse some cleanup of bsdf_sampling.glsl |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021