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authorJeroen Bakker <jbakker>2020-02-20 16:53:53 +0300
committerJeroen Bakker <jeroen@blender.org>2020-02-21 13:13:43 +0300
commitbe2bc97eba499c48e3856c8e5ec4d869e28b4d04 (patch)
tree41d8d8fd5ec205e5fa00628aaf0f1603cb5e7825 /source/blender/render
parent1f8f4c8cfeaf02754f3259f9eb811ada0ed3499e (diff)
EEVEE: Render Passes
This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
Diffstat (limited to 'source/blender/render')
-rw-r--r--source/blender/render/extern/include/RE_engine.h5
-rw-r--r--source/blender/render/intern/source/external_engine.c2
-rw-r--r--source/blender/render/intern/source/render_result.c9
3 files changed, 13 insertions, 3 deletions
diff --git a/source/blender/render/extern/include/RE_engine.h b/source/blender/render/extern/include/RE_engine.h
index 12e9123b5cb..88614de1641 100644
--- a/source/blender/render/extern/include/RE_engine.h
+++ b/source/blender/render/extern/include/RE_engine.h
@@ -26,6 +26,7 @@
#include "DNA_listBase.h"
#include "DNA_scene_types.h"
+#include "DNA_node_types.h"
#include "RNA_types.h"
#include "RE_bake.h"
@@ -117,7 +118,7 @@ typedef void (*update_render_passes_cb_t)(void *userdata,
const char *name,
int channels,
const char *chanid,
- int type);
+ eNodeSocketDatatype type);
typedef struct RenderEngine {
RenderEngineType *type;
@@ -212,7 +213,7 @@ void RE_engine_register_pass(struct RenderEngine *engine,
const char *name,
int channels,
const char *chanid,
- int type);
+ eNodeSocketDatatype type);
/* Engine Types */
diff --git a/source/blender/render/intern/source/external_engine.c b/source/blender/render/intern/source/external_engine.c
index 90058da5f0c..598f300cf86 100644
--- a/source/blender/render/intern/source/external_engine.c
+++ b/source/blender/render/intern/source/external_engine.c
@@ -863,7 +863,7 @@ void RE_engine_register_pass(struct RenderEngine *engine,
const char *name,
int channels,
const char *chanid,
- int type)
+ eNodeSocketDatatype type)
{
if (!(scene && view_layer && engine && engine->update_render_passes_cb)) {
return;
diff --git a/source/blender/render/intern/source/render_result.c b/source/blender/render/intern/source/render_result.c
index 120787a8d13..b2225d70eaf 100644
--- a/source/blender/render/intern/source/render_result.c
+++ b/source/blender/render/intern/source/render_result.c
@@ -442,6 +442,15 @@ RenderResult *render_result_new(Render *re,
if (view_layer->passflag & SCE_PASS_SUBSURFACE_COLOR) {
RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_SUBSURFACE_COLOR, view, "RGB");
}
+ if (view_layer->eevee.render_passes & EEVEE_RENDER_PASS_BLOOM) {
+ RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_BLOOM, view, "RGB");
+ }
+ if (view_layer->eevee.render_passes & EEVEE_RENDER_PASS_VOLUME_SCATTER) {
+ RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_VOLUME_SCATTER, view, "RGB");
+ }
+ if (view_layer->eevee.render_passes & EEVEE_RENDER_PASS_VOLUME_TRANSMITTANCE) {
+ RENDER_LAYER_ADD_PASS_SAFE(rr, rl, 3, RE_PASSNAME_VOLUME_TRANSMITTANCE, view, "RGB");
+ }
#undef RENDER_LAYER_ADD_PASS_SAFE
}
}