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	<title>利用者:LeonardoSegovia/GSoC 2018/Reports/Week 2 - 版の履歴</title>
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	<updated>2026-05-04T00:12:39Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:LeonardoSegovia/GSoC_2018/Reports/Week_2&amp;diff=154657&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T21:24:04Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:24時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:LeonardoSegovia/GSoC_2018/Reports/Week_2&amp;diff=154656&amp;oldid=prev</id>
		<title>wiki&gt;LeonardoSegovia: Forgot a couple parentheses when writing this</title>
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		<updated>2018-05-25T19:59:20Z</updated>

		<summary type="html">&lt;p&gt;Forgot a couple parentheses when writing this&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Week 2 =&lt;br /&gt;
&lt;br /&gt;
Hi everyone! The second week is gone, and this is my report.&lt;br /&gt;
&lt;br /&gt;
== Objectives ==&lt;br /&gt;
&lt;br /&gt;
With the shader in place, I could move on to the following (Weeks 4-5):&lt;br /&gt;
&lt;br /&gt;
* Test shader functionality. If working, release test build.&lt;br /&gt;
* Evaluate received feedback. Start bug fixes.&lt;br /&gt;
&lt;br /&gt;
== What's been done ==&lt;br /&gt;
&lt;br /&gt;
Admittedly, not much 😢&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;Lukas added a Diffuse override for using the shader with non-hair geometry, in &amp;lt;code&amp;gt;bsdf_principled_hair_setup&amp;lt;/code&amp;gt;. When using it with hair, however, Blender didn't render anything ''at all''. This was because the ID of the shader was outside the range of &amp;lt;code&amp;gt;CLOSURE_IS_BSDF&amp;lt;/code&amp;gt;. Our shader is now treated as BSDF and transmissive ({{GitCommit|rBc4174a44dc311d2fd65ca74c4387bbc6f529df95}}).&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;With the BSDF in place, I tried to get reference renders. The main problem is that Blender's hair primitive is returning &amp;lt;code&amp;gt;NaN&amp;lt;/code&amp;gt;s in any or all of the following:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;the ray distance &amp;lt;code&amp;gt;t&amp;lt;/code&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;the intersection calculation, somewhere deep within &amp;lt;code&amp;gt;cardinal_curve_intersect&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;curve_intersect&amp;lt;/code&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;the curve distance &amp;lt;code&amp;gt;h&amp;lt;/code&amp;gt; (this one usually comes from the above)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Which results in one or more of the following:&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;crash when integrating indirect radiance (&amp;amp;quot;&amp;lt;code&amp;gt;Non-finite sum in path_radiance_clamp_and_sum!&amp;lt;/code&amp;gt;&amp;amp;quot;)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;crash when obtaining &amp;lt;code&amp;gt;azimuthal_scattering&amp;lt;/code&amp;gt; (I have a scene to obtain this exact crash)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;code&amp;gt;assert(fabsf(dot(sd-&amp;amp;gt;dPdu, dPdCD)) &amp;amp;lt; 1e-5f);&amp;lt;/code&amp;gt;. I do not know (yet) what this one means.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;I ring-fenced the shader from most of those ({{GitCommit|rB92030f83362fe567f78e519e0acca0700287a933}}). Brecht agreed to have a look at those weird &amp;lt;code&amp;gt;NaN&amp;lt;/code&amp;gt;s, since they come from outside our shader.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;[https://developer.blender.org/T54796 In Phabricator's task for this project], Ronan Ducluzeau could get a reference render without crashing. The shader returns a lot of noise and fireflies.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Next up ==&lt;br /&gt;
&lt;br /&gt;
Once we figure out why we receive bogus data from the ray intersection (and fix it), I'll be able to continue revising the shader.&lt;br /&gt;
&lt;br /&gt;
If possible, I'd like to get a dev build out in BlenderArtists for people to test. I don't expect to get great results yet, but it'd be great if we can ensure the hair primitive works properly. I don't have good enough bandwidth (3Mb) to upload a 200MB+ build unless I go to the uni, so I may ask either Lukas or bzztploink in IRC if they can upload them.&lt;br /&gt;
&lt;br /&gt;
== Questions ==&lt;br /&gt;
&lt;br /&gt;
* In re assertion above - what does it mean?&lt;br /&gt;
* What could be possible sources of noise in our shader? Compared with a Diffuse shader (which doesn't use the hair primitive data), it's obviously not working properly. I wonder if this and the other issues are related.&lt;/div&gt;</summary>
		<author><name>wiki&gt;LeonardoSegovia</name></author>
		
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