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2017-07-24Eevee: SSR: Refactor multiple rays. Plus other changes...temp-ssrClément Foucault
-Allow a maximum of 4 rays per trace pixel. -Removes parameter Normalize: use normalization all the time now. -Add firefly clamp slider.
2017-07-23Eevee: Make MinmaxZ compatible with textureArrayClément Foucault
2017-07-23Eevee: Planar Reflection: Remove distance approximation.Clément Foucault
This commit separate the depth texture into another texture array. This remove the need to output radial depth into alpha. Unfortunatly it's difficult to recover position from the non linear depth buffer when applying reflection without adding a bunch of stuff. This is in preparation of SSR planar reflections.
2017-07-23Eevee: SSR: Add two hit option.Clément Foucault
This option add another raytrace per pixel, clearing some noise. But multiplying the raytrace cost.
2017-07-22Eevee: SSR: Fix Opengl Render.Clément Foucault
Add a constant number of 4 drawing loop to accumulate 4 "bounce" of light in SSRs.
2017-07-22Eevee: SSR: Fixed problem with un-initialized texture.Clément Foucault
Also add another debug buffer and cleanup in effect_ssr_frag.glsl
2017-07-22Eevee: SSR: Small fixesClément Foucault
- Encode normals for other opaque bsdf so they are not rejected by the normal facing test. - Early out non reflective surfaces. - Add small offset to raytrace to avoid self intersection. - Fix fallback probes not appearing.
2017-07-22Eevee: SSR: Add Weight Normalization option.Clément Foucault
2017-07-22Eevee: SSR: Add View Facing fadeout.Clément Foucault
Also make hit boolean depends on hit coord not on pdf.
2017-07-22Eevee: SSR: Add fullscreen raytrace option and Screen border factor.Clément Foucault
2017-07-22Eevee: SSR: Use noise to dither the stride banding.Clément Foucault
2017-07-22Eevee: SSR: Add stride and thickness parameters.Clément Foucault
Also polished the raytracing algorithm.
2017-07-21Eevee: SSR: Add fullscreen raytrace.Clément Foucault
2017-07-21Eevee: HiZ buffer: Split into two 24bit depth bufferClément Foucault
This way we don't have float precision issue we had before and we save some bandwidth.
2017-07-21Eevee: SSR: Add firefly filter and refine noise reduction.Clément Foucault
Push to 9 resolve sample. Add an normalization as an option since it gives harsh limits.
2017-07-21Eevee: Codestyle.Clément Foucault
2017-07-21Eevee: SSR: Do the SSR pass only for probes if there is no valid double buffer.Clément Foucault
This prevent black reflection when initializing SSR.
2017-07-20Eevee: SSR: Add mipmap filtering and bias to reduce noise.Clément Foucault
Also fix the roughness factors.
2017-07-20Eevee: Fix glossy node roughness.Clément Foucault
2017-07-20Eevee: SSR: Don't block the ray if tracing behind object.Clément Foucault
This requires to check for backface after a hit.
2017-07-19Eevee: SSR: Add per pixel resolve of multiple rays.Clément Foucault
2017-07-19Eevee: SSR: Add roughness random rays.Clément Foucault
2017-07-19Eevee: SSR: Add double buffer so we can read previous frame color.Clément Foucault
Also add simple reprojection and screen fade to the SSR resolve pass.
2017-07-19Eevee: SSR: Make raymarch step bigger.Clément Foucault
2017-07-18Eevee: Fix Shader compilation.Clément Foucault
2017-07-18Eevee: SSR: Add simple raytracing.Clément Foucault
Still imprecise.
2017-07-18Eevee: Fix clip/hashed alpha prepass/shadow crash.Clément Foucault
2017-07-18Eevee: SSR: Encode Normal in buffer and add cubemap fallback.Clément Foucault
Normals can point away from the camera so we cannot just put XY in the buffer and reconstruct Z later as we would not know the sign of Z.
2017-07-18Eevee: SSR: Output ssr datas to buffers.Clément Foucault
Output in 2 buffers Normals, Specular Color and roughness. This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass.
2017-07-18Eevee: Ssr: Add ssr id to glossy nodes.Clément Foucault
An id is given to each glossy node in order to determine which specular lobe is using ssr.
2017-07-18Eevee: Avoid crash when using dupli objects.Clément Foucault
This is waiting a for a better solution.
2017-07-18Eevee: Fix transparency not drawing after volumetrics.Clément Foucault
Fix T52089, Fix T52091
2017-07-18Eevee: Fix crash with transparency.Clément Foucault
2017-07-18Merge branch 'master' into blender2.8Campbell Barton
2017-07-18Cleanup: use WM_event prefix for modal_tweak_exitCampbell Barton
2017-07-18WM: move WM_event_is_last_mousemove to the WM APICampbell Barton
2017-07-18Fix T52021: Shadow catcher renders wrong when catcher object is behind ↵Sergey Sharybin
transparent object Tweaked the path radiance summing and alpha to accommodate for possible contribution of light by transparent surface bounces happening prior to shadow catcher intersection. This commit will change the way how shadow catcher results looks when was behind semi transparent object, but the old result seemed to be fully wrong: there were big artifacts when alpha-overing the result on some actual footage.
2017-07-18Cycles: Remove meaningless camera ray checkSergey Sharybin
In branched path tracing main loop is always a camera ray, with varying number of transparent bounces.
2017-07-18Merge branch 'master' into blender2.8Campbell Barton
2017-07-18Cleanup: quiet picky warningsCampbell Barton
2017-07-18Transform: avoid possible uninitialized varCampbell Barton
2017-07-17Fix layers unittest - we cannot use nestted get_pointer callsDalai Felinto
Remember to update your //lib/tests folder as well. Patch by Bastien Montagne(mont29)
2017-07-17Work around small DPI resulting in blurry fonts, clamping auto DPI to ↵Brecht Van Lommel
minimum 96. Since we added auto DPI on Linux, on some systems the UI draws smaller than before due to the monitor reporting DPI values like 88. Blender font drawing gives quite blurry results for such slightly smaller DPI, apparently because the builtin font isn't really designed for such small font sizes. As a workaround this clamps the auto DPI to minimum 96, since the main case we are interested in supporting is high DPI displays anyway. Differential Revision: https://developer.blender.org/D2740
2017-07-17Fix T52090: clarify meaning of EnumProperty number when using ENUM_FLAG.Brecht Van Lommel
2017-07-17Fix T51971: IK non-uniform scale regression.Brecht Van Lommel
This is a different fix for the issue from D2088, preserving backwards compatibility for IK stretching. The main problem with this patch is that this new behavior has been there for a year, so it may break rigs created since then which rely on the new IK stretch behavior. Test file for various cases: https://developer.blender.org/diffusion/BL/browse/trunk/lib/tests/animation/IK.blend Reviewers: campbellbarton Subscribers: maverick, pkrime Differential Revision: https://developer.blender.org/D2743
2017-07-17Revert "Unittests: Workaround for basact->object.id.name written as DATA"Dalai Felinto
This reverts commit aa578fba534d7d7cab215d8f57c478d641b05db7.
2017-07-17fix T52065: Joint ID was generated wrong for bone animation exportsGaia Clary
2017-07-17Unittests: Workaround for basact->object.id.name written as DATADalai Felinto
This was introduced on e7fb013a60dd. Although I would love to investigate the issue I'm mostly concerned with gettings the tests working again.
2017-07-17Unittests: Make sure layer tests pass with or without workspaceDalai Felinto
2017-07-17Removing unused layer TODO placeholdersDalai Felinto