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authorClément Foucault <foucault.clem@gmail.com>2019-08-16 22:28:32 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-09-06 19:31:30 +0300
commit073624d4cccdae8c42a7d44c732dbcb43bb4cfa6 (patch)
tree115c6a44cbb82a7650f7e81fda70eda37cab9635 /tests/python
parenta5a003ed5589657cc53f41ba6042b28a4631cfed (diff)
Eevee: Improve Test setup
- Remove use_screen_refraction as it conflict with SSR and SSS - Increase GTAO distance - Add a simple lightprobe setup that works well in most cases - Enable soft shadows Baking the lightprobes adds some overhead to the test time (+33%). Reviewers: brecht Differential Revision: https://developer.blender.org/D5507
Diffstat (limited to 'tests/python')
-rwxr-xr-xtests/python/eevee_render_tests.py48
1 files changed, 47 insertions, 1 deletions
diff --git a/tests/python/eevee_render_tests.py b/tests/python/eevee_render_tests.py
index 0875e4b171a..6719971837a 100755
--- a/tests/python/eevee_render_tests.py
+++ b/tests/python/eevee_render_tests.py
@@ -18,17 +18,63 @@ def setup():
scene = bpy.context.scene
eevee = scene.eevee
+ eevee.use_soft_shadows = True
+
eevee.use_ssr = True
eevee.use_ssr_refraction = True
+
eevee.use_gtao = True
+ eevee.gtao_distance = 1
eevee.use_volumetric_shadows = True
eevee.volumetric_tile_size = '2'
for mat in bpy.data.materials:
- mat.use_screen_refraction = True
+ # This needs to be enabled case by case,
+ # otherwise we loose SSR and GTAO everywhere.
+ # mat.use_screen_refraction = True
mat.use_sss_translucency = True
+ # Simple probe setup
+ bpy.ops.object.lightprobe_add(type='CUBEMAP', location=(0.5, 0, 1.5))
+ cubemap = bpy.context.selected_objects[0]
+ cubemap.scale = (2.5,2.5,1.0)
+ cubemap.data.falloff = 0
+ cubemap.data.clip_start = 2.4
+
+ bpy.ops.object.lightprobe_add(type='GRID', location=(0, 0, 0.25))
+ grid = bpy.context.selected_objects[0]
+ grid.scale = (1.735,1.735,1.735)
+ grid.data.grid_resolution_x = 3
+ grid.data.grid_resolution_y = 3
+ grid.data.grid_resolution_z = 2
+
+ try:
+ # Try to only include the plane in reflections
+ plane = bpy.data.objects['Plane']
+
+ collection = bpy.data.collections.new("Reflection")
+ collection.objects.link(plane)
+ # Add all lights to light the plane
+ if invert == False:
+ for light in bpy.data.objects:
+ if light.type == 'LIGHT':
+ collection.objects.link(light)
+
+ # Add collection to the scene
+ scene.collection.children.link(collection)
+
+ cubemap.data.visibility_collection = collection
+ except:
+ pass
+
+ eevee.gi_diffuse_bounces = 1
+ eevee.gi_cubemap_resolution = '128'
+ eevee.gi_visibility_resolution = '16'
+ eevee.gi_irradiance_smoothing = 0
+
+ bpy.ops.scene.light_cache_bake()
+
# When run from inside Blender, render and exit.
try: