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author | Clément Foucault <foucault.clem@gmail.com> | 2018-07-10 16:02:25 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-07-10 16:31:34 +0300 |
commit | 1a43e081873415754950766edaddad220adf67bc (patch) | |
tree | 6a4e61b2337606daf442973d9f82e1d56b906a98 /release | |
parent | 97f90d48a02eef89949532b166f57ea178ee5a87 (diff) |
Eevee: LightCache: Initial Implementation
This separate probe rendering from viewport rendering, making possible to
run the baking in another thread (non blocking and faster).
The baked lighting is saved in the blend file. Nothing needs to be
recomputed on load.
There is a few missing bits / bugs:
- Cache cannot be saved to disk as a separate file, it is saved in the DNA
for now making file larger and memory usage higher.
- Auto update only cubemaps does update the grids (bug).
- Probes cannot be updated individually (considered as dynamic).
- Light Cache cannot be (re)generated during render.
Diffstat (limited to 'release')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_render.py | 34 |
1 files changed, 34 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_render.py b/release/scripts/startup/bl_ui/properties_render.py index 580c31465b3..ff36d2494ea 100644 --- a/release/scripts/startup/bl_ui/properties_render.py +++ b/release/scripts/startup/bl_ui/properties_render.py @@ -712,15 +712,49 @@ class RENDER_PT_eevee_indirect_lighting(RenderButtonsPanel, Panel): def draw(self, context): layout = self.layout layout.use_property_split = True + layout.use_property_decorate = False # No animation. scene = context.scene props = scene.eevee col = layout.column() + col.operator("scene.light_cache_bake", text="Bake Indirect Lighting", icon='RENDER_STILL') + col.operator("scene.light_cache_bake", text="Bake Cubemap Only", icon='LIGHTPROBE_CUBEMAP').subset = "CUBEMAPS" + col.operator("scene.light_cache_free", text="Free Lighting Cache") + + cache_info = scene.eevee.gi_cache_info + if cache_info: + col.label(text=cache_info) + + col.prop(props, "gi_auto_bake") + col.prop(props, "gi_diffuse_bounces") col.prop(props, "gi_cubemap_resolution") col.prop(props, "gi_visibility_resolution", text="Diffuse Occlusion") + layout.use_property_split = False + row = layout.split(percentage=0.5) + row.alignment = 'RIGHT' + row.label("Cubemap Display") + + sub = row.row(align=True) + sub.prop(props, "gi_cubemap_draw_size", text="Size") + if props.gi_show_cubemaps : + sub.prop(props, "gi_show_cubemaps", text="", toggle=True, icon='HIDE_OFF') + else: + sub.prop(props, "gi_show_cubemaps", text="", toggle=True, icon='HIDE_ON') + + row = layout.split(percentage=0.5) + row.alignment = 'RIGHT' + row.label("Irradiance Display") + + sub = row.row(align=True) + sub.prop(props, "gi_irradiance_draw_size", text="Size") + if props.gi_show_irradiance : + sub.prop(props, "gi_show_irradiance", text="", toggle=True, icon='HIDE_OFF') + else: + sub.prop(props, "gi_show_irradiance", text="", toggle=True, icon='HIDE_ON') + class RENDER_PT_eevee_film(RenderButtonsPanel, Panel): bl_label = "Film" |