Age | Commit message (Collapse) | Author |
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Can be found in the viewport's simplify panel, allows to easily
disable high-res display for all the smokes in the scene.
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"Free" is more of a programming term related to memory allocation, not a term
we need to use in the interface. Ref T61054.
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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.
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Neither is very descriptive for its task, but at least workbench is more
future proof and distinguishes it from Eevee.
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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.
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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.
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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).
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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.
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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.
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This change is important because it makes it possible to cull lights
an improve performance drastically in the future.
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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.
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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.
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It makes more sense to have Color Management under Render properties,
even though they are per scene (so are render dimensions anyway).
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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.
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The sampling for point lamps (spheres) is not
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This is a monochrome icon set, with a more modern look and icons for
various features that did not have a proper icon before.
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See T56648.
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This will look a bit better once horizontal expanded enums work.
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Prepare for keyword only args.
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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.
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Prepare for keyword only args
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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.
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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.
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This option is not necessary as it uses as much memory as the mono-chromatic
transmistance.
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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.
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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.
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-Correctly aligns bake options in the column
-Updated Metadata panel with right-aligned checkboxes for consistency
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Using panels for presets printed warnings for classes named as menus.
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