User:LeonardoSegovia/GSoC 2018/Reports/Week 6
< User:LeonardoSegovia | GSoC 2018 | Reports
Week 6
Hi everyone! This is my report for the present week.
Objectives
We're still on Weeks 4-5:
- Test shader functionality. If working, release test build.
- Evaluate received feedback. Start bug fixes.
bzztploink and Lukas released the relevant builds on Monday.
I was stuck this weekend because of university constraints; however, today was the end of the Digital Image Processing course, so I should have more free time to devote to the project.
What's been done
This week, I implemented the agreed cleanup and organization changes. These were breaking changes in some instances, outlined below.
- Removed Lukas's debug "physical" parametrization and reordered the rest (rB20ed0372, rB32ec7d77).
- Parametrizations should now be in order of usability: Direct coloring (plug and play), Melanin concentration (for realistic results), and Absorption coefficient (if you have a paper, you can enter its values here).
- This change means that existing
.blend
s need to be adjusted.
- Reordered and renamed sockets according to most useful to least (rB45abb2ee, rB06fb2a06).
- Refactors:
- Randomization into
factor +/- the given percentage
(rBc36722f9).- It is expected that some
.blend
s need to be adjusted.
- It is expected that some
- Melanin into Tungsten's quantity and redness ratio (rBf91635e6, rBb005c15f).
- Randomization into
- Automagically get the RNG info even if the user hasn't socketed a Hair Info -> Random node (rB23d92659).
- After this change, the only way to disable randomization is to socket a Value node and set it to 0.5 (just setting the value will be ignored), or set Randomization to 0.
- Remove two possible sources of NaNs I and nirved experienced during debugging (rBc59ed146).
Next up
I don't expect to spend more time on coding (except for the reason below). During the weekend and from now on, I'll begin porting the existing hair tests to the new shader. I reiterate the previous request for .blend hairstyles for this purpose -- it'll be great if you could post them to the BA thread!
Questions
In the BA thread, jemain said:
I don’t know why but in real size (40 to 100 microns) the hair is melted into a mass without details like molten resin. I have to put them at 300 micron to hope to have details.
I understand that this is a near-field shader, i.e. it should work fine at that level of resolution. I'm not well versed in the innards of Cycles, so I'd like to ask the community:
- Firstly, how can one set the measurement units so as to achieve real-sized hair?
- What could be possible sources of the lack of definition the poster mentioned? Could it mean a problem with the path tracer? Or is it a symptom of noise caused by our shader?