Cycles: add a sharpness input to the Cubic SSS falloff. When set to 1 this will

give a result more similar to the Compatible falloff option. The scale is x2
though to keep the perceived scatter radius roughly the same while changing the
sharpness. Difference with compatible will be mainly on non-flat geometry.
This commit is contained in:
Brecht Van Lommel 2013-09-03 22:39:17 +00:00
parent 9467d99405
commit b314209356
14 changed files with 161 additions and 40 deletions

@ -31,6 +31,7 @@ __device int bssrdf_setup(ShaderClosure *sc, ClosureType type)
}
else {
sc->data1 = clamp(sc->data1, 0.0f, 1.0f); /* texture blur */
sc->T.x = clamp(sc->T.x, 0.0f, 1.0f); /* sharpness */
sc->type = type;
return SD_BSDF|SD_BSDF_HAS_EVAL|SD_BSSRDF;
@ -95,17 +96,49 @@ __device void bssrdf_gaussian_sample(ShaderClosure *sc, float xi, float *r, floa
__device float bssrdf_cubic_eval(ShaderClosure *sc, float r)
{
const float Rm = sc->data0;
const float sharpness = sc->T.x;
if(r >= Rm)
return 0.0f;
/* integrate (2*pi*r * 10*(R - r)^3)/(pi * R^5) from 0 to R = 1 */
const float Rm5 = (Rm*Rm) * (Rm*Rm) * Rm;
const float f = Rm - min(r, Rm);
const float f3 = f*f*f;
if(sharpness == 0.0f) {
const float Rm = sc->data0;
return (f3 * 10.0f) / (Rm5 * M_PI_F);
if(r >= Rm)
return 0.0f;
/* integrate (2*pi*r * 10*(R - r)^3)/(pi * R^5) from 0 to R = 1 */
const float Rm5 = (Rm*Rm) * (Rm*Rm) * Rm;
const float f = Rm - r;
const float num = f*f*f;
return (10.0f * num) / (Rm5 * M_PI_F);
}
else {
float Rm = sc->data0*(1.0f + sharpness);
if(r >= Rm)
return 0.0f;
/* custom variation with extra sharpness, to match the previous code */
const float y = 1.0f/(1.0f + sharpness);
float Rmy, ry, ryinv;
if(sharpness == 1.0f) {
Rmy = sqrtf(Rm);
ry = sqrtf(r);
ryinv = (ry > 0.0f)? 1.0f/ry: 0.0f;
}
else {
Rmy = powf(Rm, y);
ry = powf(r, y);
ryinv = (r > 0.0f)? powf(r, 2.0f*y - 2.0f): 0.0f;
}
const float Rmy5 = (Rmy*Rmy) * (Rmy*Rmy) * Rmy;
const float f = Rmy - ry;
const float num = f*(f*f)*(y*ryinv);
return (10.0f * num) / (Rmy5 * M_PI_F);
}
}
__device float bssrdf_cubic_pdf(ShaderClosure *sc, float r)
@ -143,9 +176,16 @@ __device float bssrdf_cubic_quintic_root_find(float xi)
__device void bssrdf_cubic_sample(ShaderClosure *sc, float xi, float *r, float *h)
{
const float Rm = sc->data0;
const float r_ = bssrdf_cubic_quintic_root_find(xi) * Rm;
float Rm = sc->data0;
float r_ = bssrdf_cubic_quintic_root_find(xi);
const float sharpness = sc->T.x;
if(sharpness != 0.0f) {
r_ = powf(r_, 1.0f + sharpness);
Rm *= (1.0f + sharpness);
}
r_ *= Rm;
*r = r_;
/* h^2 + r^2 = Rm^2 */

@ -56,10 +56,8 @@ public:
void setup()
{
sc.type = CLOSURE_BSSRDF_COMPATIBLE_ID;
sc.prim = NULL;
sc.type = CLOSURE_BSSRDF_CUBIC_ID;
sc.data0 = fabsf(average(radius));
sc.data1 = 0.0f; // XXX texture blur
}
bool mergeable(const ClosurePrimitive *other) const
@ -85,6 +83,19 @@ ClosureParam *closure_bssrdf_cubic_params()
return params;
}
ClosureParam *closure_bssrdf_cubic_extended_params()
{
static ClosureParam params[] = {
CLOSURE_FLOAT3_PARAM(CubicBSSRDFClosure, sc.N),
CLOSURE_FLOAT3_PARAM(CubicBSSRDFClosure, radius),
CLOSURE_FLOAT_PARAM(CubicBSSRDFClosure, sc.data1),
CLOSURE_FLOAT_PARAM(CubicBSSRDFClosure, sc.T.x),
CLOSURE_STRING_KEYPARAM("label"),
CLOSURE_FINISH_PARAM(CubicBSSRDFClosure)
};
return params;
}
CLOSURE_PREPARE(closure_bssrdf_cubic_prepare, CubicBSSRDFClosure)
/* Gaussian */
@ -97,9 +108,7 @@ public:
void setup()
{
sc.type = CLOSURE_BSSRDF_GAUSSIAN_ID;
sc.prim = NULL;
sc.data0 = fabsf(average(radius));
sc.data1 = 0.0f; // XXX texture blurring!
}
bool mergeable(const ClosurePrimitive *other) const
@ -125,6 +134,18 @@ ClosureParam *closure_bssrdf_gaussian_params()
return params;
}
ClosureParam *closure_bssrdf_gaussian_extended_params()
{
static ClosureParam params[] = {
CLOSURE_FLOAT3_PARAM(GaussianBSSRDFClosure, sc.N),
CLOSURE_FLOAT3_PARAM(GaussianBSSRDFClosure, radius),
CLOSURE_FLOAT_PARAM(GaussianBSSRDFClosure, sc.data1),
CLOSURE_STRING_KEYPARAM("label"),
CLOSURE_FINISH_PARAM(GaussianBSSRDFClosure)
};
return params;
}
CLOSURE_PREPARE(closure_bssrdf_gaussian_prepare, GaussianBSSRDFClosure)
CCL_NAMESPACE_END

@ -48,7 +48,7 @@ public:
ShaderClosure sc;
float3 radius;
CBSSRDFClosure() : OSL::ClosurePrimitive(BSSRDF) { }
CBSSRDFClosure() : OSL::ClosurePrimitive(BSSRDF) { memset(&sc, 0, sizeof(sc)); }
~CBSSRDFClosure() { }
int scattering() const { return LABEL_DIFFUSE; }

@ -221,6 +221,10 @@ void OSLShader::register_closures(OSLShadingSystem *ss_)
closure_bssrdf_cubic_params(), closure_bssrdf_cubic_prepare);
register_closure(ss, "bssrdf_gaussian", id++,
closure_bssrdf_gaussian_params(), closure_bssrdf_gaussian_prepare);
register_closure(ss, "bssrdf_cubic", id++,
closure_bssrdf_cubic_extended_params(), closure_bssrdf_cubic_prepare);
register_closure(ss, "bssrdf_gaussian", id++,
closure_bssrdf_gaussian_extended_params(), closure_bssrdf_gaussian_prepare);
}
CCL_NAMESPACE_END

@ -52,6 +52,8 @@ OSL::ClosureParam *closure_westin_backscatter_params();
OSL::ClosureParam *closure_westin_sheen_params();
OSL::ClosureParam *closure_bssrdf_cubic_params();
OSL::ClosureParam *closure_bssrdf_gaussian_params();
OSL::ClosureParam *closure_bssrdf_cubic_extended_params();
OSL::ClosureParam *closure_bssrdf_gaussian_extended_params();
void closure_emission_prepare(OSL::RendererServices *, int id, void *data);
void closure_background_prepare(OSL::RendererServices *, int id, void *data);

@ -239,6 +239,7 @@ static void flatten_surface_closure_tree(ShaderData *sd, int path_flag,
sc.type = bssrdf->sc.type;
sc.N = bssrdf->sc.N;
sc.data1 = bssrdf->sc.data1;
sc.T.x = bssrdf->sc.T.x;
sc.prim = NULL;
/* disable in case of diffuse ancestor, can't see it well then and

@ -20,14 +20,15 @@ shader node_subsurface_scattering(
color Color = 0.8,
float Scale = 1.0,
vector Radius = vector(0.1, 0.1, 0.1),
float TextureBlur = 0.0, // XXX use
float TextureBlur = 0.0,
float Sharpness = 0.0,
string Falloff = "Cubic",
normal Normal = N,
output closure color BSSRDF = 0)
{
if(Falloff == "Gaussian")
BSSRDF = Color * bssrdf_gaussian(N, Scale * Radius);
else /* Cubic, hardcoded to compatible closure for now */
BSSRDF = Color * bssrdf_cubic(N, Scale * Radius);
BSSRDF = Color * bssrdf_gaussian(N, Scale * Radius, TextureBlur);
else
BSSRDF = Color * bssrdf_cubic(N, Scale * Radius, TextureBlur, Sharpness);
}

@ -465,11 +465,12 @@ closure color holdout() BUILTIN;
closure color ambient_occlusion() BUILTIN;
// BSSRDF
closure color bssrdf_cubic(normal N, vector radius) BUILTIN;
closure color bssrdf_gaussian(normal N, vector radius) BUILTIN;
closure color bssrdf_cubic(normal N, vector radius, float texture_blur, float sharpness) BUILTIN;
closure color bssrdf_gaussian(normal N, vector radius, float texture_blur) BUILTIN;
// Backwards compatibility
closure color bssrdf_cubic(normal N, vector radius) BUILTIN;
closure color bssrdf_gaussian(normal N, vector radius) BUILTIN;
closure color specular_toon(normal N, float size, float smooth) BUILTIN;
// Renderer state

@ -108,13 +108,13 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
if(mix_weight == 0.0f)
return;
float3 N = stack_valid(data_node.y)? stack_load_float3(stack, data_node.y): sd->N;
float3 N = stack_valid(data_node.x)? stack_load_float3(stack, data_node.x): sd->N;
#else
decode_node_uchar4(node.y, &type, &param1_offset, &param2_offset, NULL);
float mix_weight = 1.0f;
uint4 data_node = read_node(kg, offset);
float3 N = stack_valid(data_node.y)? stack_load_float3(stack, data_node.y): sd->N;
float3 N = stack_valid(data_node.x)? stack_load_float3(stack, data_node.x): sd->N;
#endif
float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __uint_as_float(node.z);
@ -279,10 +279,10 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
sc->N = N;
#ifdef __ANISOTROPIC__
sc->T = stack_load_float3(stack, data_node.z);
sc->T = stack_load_float3(stack, data_node.y);
/* rotate tangent */
float rotation = stack_load_float(stack, data_node.w);
float rotation = stack_load_float(stack, data_node.z);
if(rotation != 0.0f)
sc->T = rotate_around_axis(sc->T, sc->N, rotation * M_2PI_F);
@ -353,7 +353,9 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
if(sample_weight > 1e-5f && sd->num_closure+2 < MAX_CLOSURE) {
/* radius * scale */
float3 radius = stack_load_float3(stack, data_node.w)*param1;
float3 radius = stack_load_float3(stack, data_node.z)*param1;
/* sharpness */
float sharpness = stack_load_float(stack, data_node.w);
/* texture color blur */
float texture_blur = param2;
@ -363,6 +365,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
sc->sample_weight = sample_weight;
sc->data0 = radius.x;
sc->data1 = texture_blur;
sc->T.x = sharpness;
#ifdef __OSL__
sc->prim = NULL;
#endif
@ -378,6 +381,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
sc->sample_weight = sample_weight;
sc->data0 = radius.y;
sc->data1 = texture_blur;
sc->T.x = sharpness;
#ifdef __OSL__
sc->prim = NULL;
#endif
@ -393,6 +397,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st
sc->sample_weight = sample_weight;
sc->data0 = radius.z;
sc->data1 = texture_blur;
sc->T.x = sharpness;
#ifdef __OSL__
sc->prim = NULL;
#endif

@ -1375,7 +1375,7 @@ BsdfNode::BsdfNode(bool scattering_)
}
}
void BsdfNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2, ShaderInput *param3)
void BsdfNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2, ShaderInput *param3, ShaderInput *param4)
{
ShaderInput *color_in = input("Color");
ShaderInput *normal_in = input("Normal");
@ -1394,6 +1394,8 @@ void BsdfNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *
compiler.stack_assign(param2);
if(param3)
compiler.stack_assign(param3);
if(param4)
compiler.stack_assign(param4);
if(normal_in->link)
compiler.stack_assign(normal_in);
@ -1410,12 +1412,14 @@ void BsdfNode::compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *
__float_as_int((param2)? param2->value.x: 0.0f));
if(tangent_in) {
compiler.add_node(NODE_CLOSURE_BSDF, normal_in->stack_offset, tangent_in->stack_offset,
(param3)? param3->stack_offset: SVM_STACK_INVALID);
compiler.add_node(normal_in->stack_offset, tangent_in->stack_offset,
(param3)? param3->stack_offset: SVM_STACK_INVALID,
(param4)? param4->stack_offset: SVM_STACK_INVALID);
}
else {
compiler.add_node(NODE_CLOSURE_BSDF, normal_in->stack_offset, SVM_STACK_INVALID,
(param3)? param3->stack_offset: SVM_STACK_INVALID);
compiler.add_node(normal_in->stack_offset, SVM_STACK_INVALID,
(param3)? param3->stack_offset: SVM_STACK_INVALID,
(param4)? param4->stack_offset: SVM_STACK_INVALID);
}
}
@ -1707,12 +1711,13 @@ SubsurfaceScatteringNode::SubsurfaceScatteringNode()
add_input("Scale", SHADER_SOCKET_FLOAT, 0.01f);
add_input("Radius", SHADER_SOCKET_VECTOR, make_float3(0.1f, 0.1f, 0.1f));
add_input("Sharpness", SHADER_SOCKET_FLOAT, 0.0f);
add_input("Texture Blur", SHADER_SOCKET_FLOAT, 1.0f);
}
void SubsurfaceScatteringNode::compile(SVMCompiler& compiler)
{
BsdfNode::compile(compiler, input("Scale"), input("Texture Blur"), input("Radius"));
BsdfNode::compile(compiler, input("Scale"), input("Texture Blur"), input("Radius"), input("Sharpness"));
}
void SubsurfaceScatteringNode::compile(OSLCompiler& compiler)

@ -203,7 +203,7 @@ public:
BsdfNode(bool scattering = false);
SHADER_NODE_BASE_CLASS(BsdfNode);
void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2, ShaderInput *param3 = NULL);
void compile(SVMCompiler& compiler, ShaderInput *param1, ShaderInput *param2, ShaderInput *param3 = NULL, ShaderInput *param4 = NULL);
ClosureType closure;
bool scattering;

@ -2087,7 +2087,7 @@ void node_bsdf_velvet(vec4 color, float sigma, vec3 N, out vec4 result)
node_bsdf_diffuse(color, 0.0, N, result);
}
void node_subsurface_scattering(vec4 color, float roughness, vec3 N, out vec4 result)
void node_subsurface_scattering(vec4 color, float scale, vec3 radius, float sharpen, float texture_blur, out vec4 result)
{
node_bsdf_diffuse(color, 0.0, N, result);
}

@ -2819,6 +2819,15 @@ static void rna_ShaderNodeScript_update(Main *bmain, Scene *scene, PointerRNA *p
ED_node_tag_update_nodetree(bmain, ntree);
}
static void rna_ShaderNodeSubsurface_update(Main *bmain, Scene *scene, PointerRNA *ptr)
{
bNodeTree *ntree = (bNodeTree *)ptr->id.data;
bNode *node = (bNode *)ptr->data;
nodeUpdate(ntree, node);
rna_Node_update(bmain, scene, ptr);
}
#else
static EnumPropertyItem prop_image_layer_items[] = {
@ -3642,7 +3651,7 @@ static void def_sh_subsurface(StructRNA *srna)
RNA_def_property_enum_sdna(prop, NULL, "custom1");
RNA_def_property_enum_items(prop, prop_subsurface_falloff_items);
RNA_def_property_ui_text(prop, "Falloff", "Function to determine how much light nearby points contribute based on their distance to the shading point");
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_Node_update");
RNA_def_property_update(prop, NC_NODE | NA_EDITED, "rna_ShaderNodeSubsurface_update");
}
static void def_sh_script(StructRNA *srna)

@ -33,7 +33,8 @@ static bNodeSocketTemplate sh_node_subsurface_scattering_in[] = {
{ SOCK_RGBA, 1, N_("Color"), 0.8f, 0.8f, 0.8f, 1.0f, 0.0f, 1.0f},
{ SOCK_FLOAT, 1, N_("Scale"), 1.0, 0.0f, 0.0f, 0.0f, 0.0f, 1000.0f},
{ SOCK_VECTOR, 1, N_("Radius"), 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f},
{ SOCK_FLOAT, 1, N_("Texture Blur"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ SOCK_FLOAT, 1, N_("Sharpness"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_FLOAT, 1, N_("Texture Blur"), 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, PROP_FACTOR},
{ SOCK_VECTOR, 1, N_("Normal"), 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, PROP_NONE, SOCK_HIDE_VALUE},
{ -1, 0, "" }
};
@ -43,6 +44,20 @@ static bNodeSocketTemplate sh_node_subsurface_scattering_out[] = {
{ -1, 0, "" }
};
static void node_shader_init_subsurface_scattering(bNodeTree *UNUSED(ntree), bNode *node)
{
/*bNodeSocket *sock;*/
node->custom1 = SHD_SUBSURFACE_CUBIC;
/*for (sock = node->inputs.first; sock; sock = sock->next) {
if (strcmp(sock->name, "Sharpness") == 0) {
bNodeSocketValueFloat *dval = sock->default_value;
dval->value = 0.0f;
}
}*/
}
static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *UNUSED(node), bNodeExecData *UNUSED(execdata), GPUNodeStack *in, GPUNodeStack *out)
{
if (!in[1].link)
@ -51,6 +66,22 @@ static int node_shader_gpu_subsurface_scattering(GPUMaterial *mat, bNode *UNUSED
return GPU_stack_link(mat, "node_subsurface_scattering", in, out);
}
static void node_shader_update_subsurface_scattering(bNodeTree *UNUSED(ntree), bNode *node)
{
bNodeSocket *sock;
int falloff = node->custom1;
for (sock = node->inputs.first; sock; sock = sock->next) {
if (strcmp(sock->name, "Sharpness") == 0) {
if (falloff == SHD_SUBSURFACE_CUBIC)
sock->flag &= ~SOCK_UNAVAIL;
else
sock->flag |= SOCK_UNAVAIL;
}
}
}
/* node type definition */
void register_node_type_sh_subsurface_scattering(void)
{
@ -60,9 +91,10 @@ void register_node_type_sh_subsurface_scattering(void)
node_type_compatibility(&ntype, NODE_NEW_SHADING);
node_type_socket_templates(&ntype, sh_node_subsurface_scattering_in, sh_node_subsurface_scattering_out);
node_type_size_preset(&ntype, NODE_SIZE_MIDDLE);
node_type_init(&ntype, NULL);
node_type_init(&ntype, node_shader_init_subsurface_scattering);
node_type_storage(&ntype, "", NULL, NULL);
node_type_gpu(&ntype, node_shader_gpu_subsurface_scattering);
node_type_update(&ntype, node_shader_update_subsurface_scattering, NULL);
nodeRegisterType(&ntype);
}