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2019-02-15Add global control over disabling high-resolution smoke drawSergey Sharybin
Can be found in the viewport's simplify panel, allows to easily disable high-res display for all the smokes in the scene.
2019-01-31UI: rename Free Bake to Delete Bake.Brecht Van Lommel
"Free" is more of a programming term related to memory allocation, not a term we need to use in the interface. Ref T61054.
2019-01-23EEVEE UI: Render/Viewport Samples - follow CyclesDalai Felinto
Cycles shows first the render, and then the viewport settings. One could argue that EEVEE's main setting is the viewport one. But that is silly. If we need an extra setting for the lookdev mode so be it. But EEVEE should be treated as an engine just as Cycles. Also, removed the " Samples" bit from their labels since they are under the Sampling panel.
2018-12-20Cleanup: styleCampbell 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.
2018-11-26GP: New Blend Layers functionalityAntonioya
Now it's possible define the blend mode between layers including the option to clamp the layer using underlying layers. Also a new Simplify option has been added to disable blend layers.
2018-11-16UI: Eevee: Rename Volume Exponential Sampling to DistributionClément Foucault
2018-11-15Eevee: Add Filter Quality settingClément Foucault
This setting can be tweaked to improve glossy reflection cubemaps. It increases the sample count for each roughness level. This settings affect the lookdev mode quality as well.
2018-11-15Eevee: Add Glossy Reflection clampingClément Foucault
This enables reducing the noise comming from very bright light sources (like a sun) that can be found in distant HDRIs. The lost energy may be replaced manually by a sunlight that compensate the this loss. This clamping only concerns Reflection Cubmaps and is done on all on all of them. Setting to 0.0 disables it (default).
2018-11-15Eevee: Add irradiance smoothingClément Foucault
This is a parameter that will make the interpolation between irradiance cells of a same Irradiance Volume smoother, reducing the weight of the light leaking correction factors. It is usefull in some cases to avoid harsh lighting transition that can happen when a sample point it near a surface.
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.
2018-11-12Eevee: Hide Sprite threshold as it is not implemented yetClément Foucault
2018-11-05Eevee: Fix "Show Irradiance/cubemap" iconsClément Foucault
2018-11-03UI: Move Simplify panel from Scene to Render properties.Pablo Vazquez
It mainly contains properties that affect the final render/viewport and it's handy to see if it's enabled or not while going through the render settings.
2018-11-02UI: disable decorators for color management and motion path panels.Brecht Van Lommel
2018-11-02UI: Sort panels in Render and OutputPablo Vazquez
2018-11-02UI: tweak panels open by defaultCampbell Barton
2018-11-02UI: add render output tab to properties editorBrecht Van Lommel
2018-10-31Eevee: Implement Overscan optionClément Foucault
This option make the internal render size larger than the output size in order to minimize screenspace effects disapearing at the render edges. The overscan size added around the render is the maximum dimension multiplied by the overscan percentage.
2018-10-31UI: more single column layout for brush and render properties.William Reynish
2018-10-31UI: Move Color Management panel from Scene to Render properties.Pablo Vazquez
It makes more sense to have Color Management under Render properties, even though they are per scene (so are render dimensions anyway).
2018-10-28Eevee: Implement jittered soft shadowmapClément Foucault
This new option is located in the shadows options in the render settings. This approach is simple and just randomize the shadow map position (not the lamp itself) and just let the temporal supersampling do the average of all the shadowing. The downside is that is needs quite a large number of samples to give smooth results and individual sample position can remain visible. Enabling this option will make the viewport refresh all shadow maps every redraw so it has a serious performance impact. This approach is not physicaly based at all and will not match cycles. ---- The sampling for point lamps (spheres) is not
2018-10-18UI: closure some more panels by default, leaving open mostly 1 per tab.William Reynish
2018-10-08UI: new icon set by Andrzej Ambroz.Brecht Van Lommel
This is a monochrome icon set, with a more modern look and icons for various features that did not have a proper icon before.
2018-09-11Cleanup: unused variablesCampbell Barton
2018-09-11Merge branch 'master' into blender2.8Campbell Barton
2018-09-11Cleanup: unused variablesCampbell Barton
2018-09-06UI / Python: rename X-Ray to In Front, Draw to Display.Brecht Van Lommel
See T56648.
2018-09-04Cleanup: pep8Campbell Barton
2018-09-03UI: use grid flow for metadata panel.William Reynish
2018-09-03UI: reorganize render output and encoding panels for single columns.William Reynish
This will look a bit better once horizontal expanded enums work.
2018-09-03Cleanup: use single quotes for enum'sCampbell Barton
2018-08-28UI: use keyword argumentsCampbell Barton
Prepare for keyword only args.
2018-08-28RNA: UILayout.split(..) 'percentage' to 'factor'Campbell Barton
Misleading name since it's between 0..1. Use as a keyword argument to prepare for keyword only args. Also document that leaving unset has special behavior.
2018-08-28UI: text keyword argument to labelCampbell Barton
Prepare for keyword only args
2018-08-19Workbench: hide background option for OpenGL renderJeroen Bakker
When OpenGL renderer is selected the option for background colors are displayed, but ignored. For now we hide this option as it makes no sense to have a viewport color option without viewport or render a 'final' with a theme color.
2018-07-31UI: Metadata panel tweaksPablo Vazquez
Rename "Seq. Strip" to Strip Name, "Sequence Strip" to Use Strip Metadata. Plus re-arrange of properties and separators for sections. Thanks @fsiddi for the feedback.
2018-07-29UI: Custom FPS not showing properly if editor is narrowPablo Vazquez
2018-07-23Eevee: Remove Colored volumetric option.Clément Foucault
This option is not necessary as it uses as much memory as the mono-chromatic transmistance.
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.
2018-07-13Cleanup: styleCampbell Barton
2018-07-10Eevee: LightCache: Initial ImplementationClément Foucault
This separate probe rendering from viewport rendering, making possible to run the baking in another thread (non blocking and faster). The baked lighting is saved in the blend file. Nothing needs to be recomputed on load. There is a few missing bits / bugs: - Cache cannot be saved to disk as a separate file, it is saved in the DNA for now making file larger and memory usage higher. - Auto update only cubemaps does update the grids (bug). - Probes cannot be updated individually (considered as dynamic). - Light Cache cannot be (re)generated during render.
2018-06-28Merge branch 'master' into blender2.8Campbell Barton
2018-06-28Cleanup: use f-stringsCampbell Barton
2018-06-27UI: shorten labels to avoid clippingWilliam Reynish
2018-06-26UI: Tweaks to Cycles Bake panelWilliam Reynish
-Correctly aligns bake options in the column -Updated Metadata panel with right-aligned checkboxes for consistency
2018-06-20Cleanup: follow naming conventionsCampbell Barton
Using panels for presets printed warnings for classes named as menus.
2018-06-18UI: No decorators on render engine pickerPablo Vazquez
2018-06-18UI: disable decorators for render outputCampbell Barton
2018-06-17UI: hide decorators in panels w/o animated buttonsCampbell Barton