[Bf-blender-cvs] [41a3de878f6] blender-v3.4-release: Fix part of T102450: Cycles OSL render issues for with normals in shader nodes

Patrick Mours noreply at git.blender.org
Mon Nov 21 19:19:11 CET 2022


Commit: 41a3de878f64ae19e4f80c58102cc64e583d3a5f
Author: Patrick Mours
Date:   Fri Nov 11 16:42:49 2022 +0100
Branches: blender-v3.4-release
https://developer.blender.org/rB41a3de878f64ae19e4f80c58102cc64e583d3a5f

Fix part of T102450: Cycles OSL render issues for with normals in shader nodes

Commit c8dd33f5a37b6a6db0b6950d24f9a7cff5ceb799 in OSL changed behavior of
parameters that reference each other and are also overwritten with an
instance value. This is causing the "NormalIn" parameter of a few OSL nodes
in Cycles to be set to zero somehow, which should instead have received the
value from a "node_geometry" node Cycles generates and connects automatically.

I am not entirely sure why that is happening, but these parameters are
superfluous anyway, since OSL already provides the necessary data in the
global variable "N". So this patch simply removes those parameters (which
mimics SVM, where these parameters do not exist either), which also fixes
the rendering artifacts that occured with recent OSL.

While this fixes built-in shader nodes, custom OSL scripts can still have
this problem.

Ref T101222

Differential Revision: https://developer.blender.org/D16470

===================================================================

M	intern/cycles/kernel/osl/shaders/node_geometry.osl
M	intern/cycles/kernel/osl/shaders/node_normal_map.osl
M	intern/cycles/kernel/osl/shaders/node_tangent.osl
M	intern/cycles/kernel/osl/shaders/node_texture_coordinate.osl
M	intern/cycles/scene/shader_nodes.cpp
M	intern/cycles/scene/shader_nodes.h

===================================================================

diff --git a/intern/cycles/kernel/osl/shaders/node_geometry.osl b/intern/cycles/kernel/osl/shaders/node_geometry.osl
index cc891abd6e3..5d9284deac2 100644
--- a/intern/cycles/kernel/osl/shaders/node_geometry.osl
+++ b/intern/cycles/kernel/osl/shaders/node_geometry.osl
@@ -3,8 +3,7 @@
 
 #include "stdcycles.h"
 
-shader node_geometry(normal NormalIn = N,
-                     string bump_offset = "center",
+shader node_geometry(string bump_offset = "center",
 
                      output point Position = point(0.0, 0.0, 0.0),
                      output normal Normal = normal(0.0, 0.0, 0.0),
@@ -17,7 +16,7 @@ shader node_geometry(normal NormalIn = N,
                      output float RandomPerIsland = 0.0)
 {
   Position = P;
-  Normal = NormalIn;
+  Normal = N;
   TrueNormal = Ng;
   Incoming = I;
   Parametric = point(1.0 - u - v, u, 0.0);
diff --git a/intern/cycles/kernel/osl/shaders/node_normal_map.osl b/intern/cycles/kernel/osl/shaders/node_normal_map.osl
index 3cda485c686..7e41bbf1720 100644
--- a/intern/cycles/kernel/osl/shaders/node_normal_map.osl
+++ b/intern/cycles/kernel/osl/shaders/node_normal_map.osl
@@ -3,13 +3,12 @@
 
 #include "stdcycles.h"
 
-shader node_normal_map(normal NormalIn = N,
-                       float Strength = 1.0,
+shader node_normal_map(float Strength = 1.0,
                        color Color = color(0.5, 0.5, 1.0),
                        string space = "tangent",
                        string attr_name = "geom:tangent",
                        string attr_sign_name = "geom:tangent_sign",
-                       output normal Normal = NormalIn)
+                       output normal Normal = N)
 {
   color mcolor = 2.0 * color(Color[0] - 0.5, Color[1] - 0.5, Color[2] - 0.5);
   int is_backfacing = backfacing();
@@ -71,5 +70,5 @@ shader node_normal_map(normal NormalIn = N,
   }
 
   if (Strength != 1.0)
-    Normal = normalize(NormalIn + (Normal - NormalIn) * max(Strength, 0.0));
+    Normal = normalize(N + (Normal - N) * max(Strength, 0.0));
 }
diff --git a/intern/cycles/kernel/osl/shaders/node_tangent.osl b/intern/cycles/kernel/osl/shaders/node_tangent.osl
index a302c001f08..b3808778b2f 100644
--- a/intern/cycles/kernel/osl/shaders/node_tangent.osl
+++ b/intern/cycles/kernel/osl/shaders/node_tangent.osl
@@ -3,8 +3,7 @@
 
 #include "stdcycles.h"
 
-shader node_tangent(normal NormalIn = N,
-                    string attr_name = "geom:tangent",
+shader node_tangent(string attr_name = "geom:tangent",
                     string direction_type = "radial",
                     string axis = "z",
                     output normal Tangent = normalize(dPdu))
@@ -29,5 +28,5 @@ shader node_tangent(normal NormalIn = N,
   }
 
   T = transform("object", "world", T);
-  Tangent = cross(NormalIn, normalize(cross(T, NormalIn)));
+  Tangent = cross(N, normalize(cross(T, N)));
 }
diff --git a/intern/cycles/kernel/osl/shaders/node_texture_coordinate.osl b/intern/cycles/kernel/osl/shaders/node_texture_coordinate.osl
index 24875ce140a..cd2fdae3cb3 100644
--- a/intern/cycles/kernel/osl/shaders/node_texture_coordinate.osl
+++ b/intern/cycles/kernel/osl/shaders/node_texture_coordinate.osl
@@ -4,7 +4,6 @@
 #include "stdcycles.h"
 
 shader node_texture_coordinate(
-    normal NormalIn = N,
     int is_background = 0,
     int is_volume = 0,
     int from_dupli = 0,
@@ -27,7 +26,7 @@ shader node_texture_coordinate(
     point Pcam = transform("camera", "world", point(0, 0, 0));
     Camera = transform("camera", P + Pcam);
     getattribute("NDC", Window);
-    Normal = NormalIn;
+    Normal = N;
     Reflection = I;
   }
   else {
@@ -59,8 +58,8 @@ shader node_texture_coordinate(
     }
     Camera = transform("camera", P);
     Window = transform("NDC", P);
-    Normal = transform("world", "object", NormalIn);
-    Reflection = -reflect(I, NormalIn);
+    Normal = transform("world", "object", N);
+    Reflection = -reflect(I, N);
   }
 
   if (bump_offset == "dx") {
diff --git a/intern/cycles/scene/shader_nodes.cpp b/intern/cycles/scene/shader_nodes.cpp
index a9cd453947b..2c1cd3ee737 100644
--- a/intern/cycles/scene/shader_nodes.cpp
+++ b/intern/cycles/scene/shader_nodes.cpp
@@ -3677,9 +3677,6 @@ NODE_DEFINE(GeometryNode)
 {
   NodeType *type = NodeType::add("geometry", create, NodeType::SHADER);
 
-  SOCKET_IN_NORMAL(
-      normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL);
-
   SOCKET_OUT_POINT(position, "Position");
   SOCKET_OUT_NORMAL(normal, "Normal");
   SOCKET_OUT_NORMAL(tangent, "Tangent");
@@ -3812,9 +3809,6 @@ NODE_DEFINE(TextureCoordinateNode)
   SOCKET_BOOLEAN(use_transform, "Use Transform", false);
   SOCKET_TRANSFORM(ob_tfm, "Object Transform", transform_identity());
 
-  SOCKET_IN_NORMAL(
-      normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL);
-
   SOCKET_OUT_POINT(generated, "Generated");
   SOCKET_OUT_NORMAL(normal, "Normal");
   SOCKET_OUT_POINT(UV, "UV");
@@ -7305,8 +7299,6 @@ NODE_DEFINE(NormalMapNode)
 
   SOCKET_STRING(attribute, "Attribute", ustring());
 
-  SOCKET_IN_NORMAL(
-      normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL);
   SOCKET_IN_FLOAT(strength, "Strength", 1.0f);
   SOCKET_IN_COLOR(color, "Color", make_float3(0.5f, 0.5f, 1.0f));
 
@@ -7400,8 +7392,6 @@ NODE_DEFINE(TangentNode)
 
   SOCKET_STRING(attribute, "Attribute", ustring());
 
-  SOCKET_IN_NORMAL(
-      normal_osl, "NormalIn", zero_float3(), SocketType::LINK_NORMAL | SocketType::OSL_INTERNAL);
   SOCKET_OUT_NORMAL(tangent, "Tangent");
 
   return type;
diff --git a/intern/cycles/scene/shader_nodes.h b/intern/cycles/scene/shader_nodes.h
index cc3a71a0697..3ab7b1041b5 100644
--- a/intern/cycles/scene/shader_nodes.h
+++ b/intern/cycles/scene/shader_nodes.h
@@ -907,8 +907,6 @@ class GeometryNode : public ShaderNode {
     return true;
   }
   int get_group();
-
-  NODE_SOCKET_API(float3, normal_osl)
 };
 
 class TextureCoordinateNode : public ShaderNode {
@@ -924,7 +922,6 @@ class TextureCoordinateNode : public ShaderNode {
     return true;
   }
 
-  NODE_SOCKET_API(float3, normal_osl)
   NODE_SOCKET_API(bool, from_dupli)
   NODE_SOCKET_API(bool, use_transform)
   NODE_SOCKET_API(Transform, ob_tfm)
@@ -1569,7 +1566,6 @@ class NormalMapNode : public ShaderNode {
   NODE_SOCKET_API(ustring, attribute)
   NODE_SOCKET_API(float, strength)
   NODE_SOCKET_API(float3, color)
-  NODE_SOCKET_API(float3, normal_osl)
 };
 
 class TangentNode : public ShaderNode {
@@ -1588,7 +1584,6 @@ class TangentNode : public ShaderNode {
   NODE_SOCKET_API(NodeTangentDirectionType, direction_type)
   NODE_SOCKET_API(NodeTangentAxis, axis)
   NODE_SOCKET_API(ustring, attribute)
-  NODE_SOCKET_API(float3, normal_osl)
 };
 
 class BevelNode : public ShaderNode {



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