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2022-08-14EEVEE-Next: Light: New light moduleClément Foucault
Compared to the previous implementation this has a limit of 65536 lights per scene. Lights exceeding this limit will be ignored. This also introduce fine grained GPU light culling, making rendering many lights in a scene more efficient as long they don't overlap much. Compatible light panels have been unhidden. Note: This commit does not include surface evaluation, only light culling.
2022-06-02Cleanup: remove "<pep8 compliant>" from headersCampbell Barton
It can be assumed that all scripts comply with basic pep8 formatting regarding white-space, indentation etc. Also remove note in best practices page & update `tests/python/pep8.py`. If we want to exclude some scripts from make format, this can be done by adding them to `ignore_files` in: source/tools/utils_maintenance/autopep8_format_paths.py Or using `# nopep8` for to ignore for individual lines. Ref T98554
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2021-03-19EEVEE: Lights: Add Volume and diffuse light power sliderClément Foucault
This adds 2 new sliders for light objects that modulates the diffuse light and the volume light intensities. This also changes the way volume light is computed using point lamp representation. We use "Point Light Attenuation Without Singularity" from Cem Yuksel instead of the usual inverse square law.
2020-01-21Fix T73283: Shadows checkbox affects Custom Distance active stateWilliam Reynish
This appears to just have been a simple copy/paste mistake
2019-09-05Eevee: Shadow map refactorClément Foucault
Reviewed By: brecht Differential Revision: http://developer.blender.org/D5659
2019-05-15Lights: change sun light size to be specified as angleTim Stullich
This is the angular diameter as seen from earth, which is between 0.526° and 0.545° in reality. Sharing the size with other light types did not make much sense and meant the unit was unclear. Differential Revision: https://developer.blender.org/D4819
2019-03-20Cleanup: styleCampbell Barton
2019-03-17UI: add light/world settings in shader node editor.Brecht Van Lommel
Material was already there. Implementation was changed so it's just a single line of code to adapt a panel to the node editor.
2019-03-14Cleanup: unused importsCampbell Barton
2018-11-26UI: rename "OpenGL" render engine to "Workbench".Brecht Van Lommel
Neither is very descriptive for its task, but at least workbench is more future proof and distinguishes it from Eevee.
2018-11-15Eevee: Add Light Threshold valueClément Foucault
This is an important change. Starting from now, all lights have a finite influence radius (similar to the old sphere option for BI). In order to avoid costly setup time, this distance is first computed automatically based on a light threshold. The distance is computed at the light origin and using the inverse square falloff. The setting can be found inside the render settings panel > shadow tab. This light threshold does not take the light shape into account an may not suit every case. That's why we provide a per lamp override where you can just set the cutt off distance (Light Properties Panel > Light > Custom Distance). The influence distance is also used as shadow far clip distance. This influence distance does not concerns sun lights that still have a far clip distance. --- This change is important because it makes it possible to cull lights an improve performance drastically in the future.
2018-10-18UI: closure some more panels by default, leaving open mostly 1 per tab.William Reynish
2018-07-17Render: add "OpenGL" render engine.Brecht Van Lommel
This is intended for quick renders for previsualization, animation previews or sequencer previews. It provides the same settings as found in the 3D view Shading popover in solid display mode, but in the scene render properties. The "Workbench" engine was removed, and this name no longer appears in the user interface, it's purely an internal name. We might come up with a better name for this OpenGL engine still, but it's good to be consistent with the OpenGL Render operator name since this has a similar purpose.
2018-07-15UI: Use full width for ID blocks in World, Light, Camera, TexturePablo Vazquez
Also close Preview panel for lights by default and move World custom props last
2018-07-06UI/Python: rename Lamps to Lights, to follow more standard terminology.Brecht Van Lommel
Internally it's still mostly named lamps, though some modules like Cycles were already calling them lights.