73000c792d
This is both a cleanup and a preparation for the Principled v2 changes. Notable changes: - Clearcoat weight is now folded into the closure weight, there's no reason to track this separately. - There's a general-purpose helper for computing a Closure's albedo, which is currently used by the denoising albedo and diffuse/gloss/transmission color passes. - The d/g/t color passes didn't account for closure albedo before, this means that e.g. metallic shaders with Principled v2 now have their color texture included in the glossy color pass. Also fixes T104041 (sheen albedo). - Instead of precomputing and storing the albedo during shader setup, compute it when needed. This is technically redundant since we still need to compute it on shader setup to adjust the sample weight, but the operation is cheap enough that freeing up the storage seems worth it. - Future changes (Principled v2) are easier to integrate since the Fresnel handling isn't all over the place anymore. - Fresnel handling in the Multiscattering GGX code is still ugly, but since removing that entirely is the next step, putting effort into cleaning it up doesn't seem worth it. - Apart from the d/g/t color passes, no changes to render results are expected. Differential Revision: https://developer.blender.org/D17101 |
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adaptive_sampling.h | ||
aov_passes.h | ||
cryptomatte_passes.h | ||
data_passes.h | ||
denoising_passes.h | ||
light_passes.h | ||
read.h | ||
write.h |