diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2019-05-02 16:18:53 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2019-05-02 17:19:12 +0300 |
commit | b52a0c78aff3afd49c0712ee35ba01f6b48662f7 (patch) | |
tree | 3dadc3f008de4c77962299777357a6075732ce41 /source/blender/blenkernel/intern/scene.c | |
parent | 76193106d2e3d1d211af33f39a3714e22944cb18 (diff) |
Workbench,EEVEE: Viewport Render Samples
- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0
samples means no AA, 1 sample uses FXAA and more samples will use
TAA.
The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing
method.
- Use TAA when rendering images. (this used to be CPU based FSAA)
- Removed `R_OSA` related settings.
Reviewers: fclem, brecht
Maniphest Tasks: T60847
Differential Revision: https://developer.blender.org/D4773
Diffstat (limited to 'source/blender/blenkernel/intern/scene.c')
-rw-r--r-- | source/blender/blenkernel/intern/scene.c | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/source/blender/blenkernel/intern/scene.c b/source/blender/blenkernel/intern/scene.c index 58b36aed24f..714261ce4ab 100644 --- a/source/blender/blenkernel/intern/scene.c +++ b/source/blender/blenkernel/intern/scene.c @@ -566,7 +566,7 @@ void BKE_scene_init(Scene *sce) sce->cursor.rotation_quaternion[0] = 1.0f; sce->cursor.rotation_axis[1] = 1.0f; - sce->r.mode = R_OSA; + sce->r.mode = 0; sce->r.cfra = 1; sce->r.sfra = 1; sce->r.efra = 250; @@ -767,7 +767,6 @@ void BKE_scene_init(Scene *sce) BLI_strncpy(sce->r.pic, U.renderdir, sizeof(sce->r.pic)); BLI_rctf_init(&sce->r.safety, 0.1f, 0.9f, 0.1f, 0.9f); - sce->r.osa = 8; /* Note; in header_info.c the scene copy happens..., * if you add more to renderdata it has to be checked there. */ @@ -905,6 +904,9 @@ void BKE_scene_init(Scene *sce) sce->display.matcap_ssao_attenuation = 1.0f; sce->display.matcap_ssao_samples = 16; + sce->display.render_aa = SCE_DISPLAY_AA_SAMPLES_8; + sce->display.viewport_aa = SCE_DISPLAY_AA_FXAA; + /* OpenGL Render. */ BKE_screen_view3d_shading_init(&sce->display.shading); |