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authorClément Foucault <foucault.clem@gmail.com>2022-08-04 13:33:43 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-08-05 15:45:09 +0300
commit49d85dc8b5d8056b226a33dfe01b7af0e4067ee1 (patch)
treebf9c05eb19ef2b2ceed0c95b89cd2d98253e98aa /release
parent8659e62d1e6371c115f2b5fdf7f82b70db73d720 (diff)
EEVEE-Next: Depth Of Field: Improve Temporal stability
This implement a full TAA pass on the depth of field input. An history buffer is kept for each view needing Depth of field. This uses a swap with a `TextureFromPool` in order to not always 2 textures allocated. Since this uses luma weighting without any input, the firefly parameter is now obsolete and has been removed. There is some tiny difference with the Film TAA so the implementation is mostly copy pasted. Also this implementation uses a LDS cache to speedup the TAA computations.
Diffstat (limited to 'release')
-rw-r--r--release/scripts/startup/bl_ui/properties_render.py30
1 files changed, 29 insertions, 1 deletions
diff --git a/release/scripts/startup/bl_ui/properties_render.py b/release/scripts/startup/bl_ui/properties_render.py
index 8a637b00362..57b861b1167 100644
--- a/release/scripts/startup/bl_ui/properties_render.py
+++ b/release/scripts/startup/bl_ui/properties_render.py
@@ -223,7 +223,7 @@ class RENDER_PT_motion_blur_curve(RenderButtonsPanel, Panel):
class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, Panel):
bl_label = "Depth of Field"
bl_options = {'DEFAULT_CLOSED'}
- COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
+ COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
@@ -248,6 +248,33 @@ class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, Panel):
col.prop(props, "bokeh_overblur")
+class RENDER_PT_eevee_next_depth_of_field(RenderButtonsPanel, Panel):
+ bl_label = "Depth of Field"
+ bl_options = {'DEFAULT_CLOSED'}
+ COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
+
+ @classmethod
+ def poll(cls, context):
+ return (context.engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+ layout.use_property_split = True
+ scene = context.scene
+ props = scene.eevee
+
+ col = layout.column()
+ col.prop(props, "bokeh_max_size")
+ col.prop(props, "bokeh_threshold")
+ col.prop(props, "bokeh_neighbor_max")
+ col.prop(props, "use_bokeh_high_quality_slight_defocus")
+ col.prop(props, "use_bokeh_jittered")
+
+ col = layout.column()
+ col.active = props.use_bokeh_jittered
+ col.prop(props, "bokeh_overblur")
+
+
class RENDER_PT_eevee_bloom(RenderButtonsPanel, Panel):
bl_label = "Bloom"
bl_options = {'DEFAULT_CLOSED'}
@@ -801,6 +828,7 @@ classes = (
RENDER_PT_eevee_ambient_occlusion,
RENDER_PT_eevee_bloom,
RENDER_PT_eevee_depth_of_field,
+ RENDER_PT_eevee_next_depth_of_field,
RENDER_PT_eevee_subsurface_scattering,
RENDER_PT_eevee_screen_space_reflections,
RENDER_PT_eevee_motion_blur,