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Cycles: Add dispersion to Principled BSDF
Dispersion is defined by two parameters: Abbe Number and Dispersion Scale. This corresponds to OpenPBR v1.1.1 Pull Request: https://projects.blender.org/blender/blender/pulls/162041 Note: dispersion is temporarily disabled when using MNEE (shadow caustics) on oneAPI, due to a compiler bug. Waiting for a fix from the oneAPI side.  Co-authored-by: Sebastian Herholz <sebastian.herholz@gmail.com>
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33 changed files with 531 additions and 19 deletions
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@ -433,6 +433,9 @@ def main():
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# principled_bsdf_thinfilm_metallic has some weird behavior in reflection of
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# black surfaces. to be investigated
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report.set_fail_percent(0.09)
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# principled_bsdf_dispersion has some difference in the highlights
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if gpu_vendor == "AMD":
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report.set_fail_threshold(6.0 / 255.0)
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elif test_dir_name.startswith('integrator'):
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# Noise difference in transparent materials (mostly transparent_spatial_splits)
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report.set_fail_threshold(8.0 / 255.0)
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@ -48,6 +48,8 @@ BLOCKLIST_HYDRA = [
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"osl_camera_.*.blend",
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# The result doesn't match storm-usd
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"many_lights.blend",
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# The result differs between platforms
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"principled_bsdf_dispersion.blend",
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]
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BLOCKLIST_USD = [
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@ -66,6 +68,8 @@ BLOCKLIST_USD = [
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"principled_bsdf_thin_glass.blend",
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# Custom OSL camera not supported.
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"osl_camera_.*.blend",
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# The result in incorrect
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"principled_bsdf_dispersion.blend",
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]
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# Metal support in Storm is no as good as OpenGL, though this needs to be
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