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2022-07-28EEVEE-Next: UI: Make Vector pass greyed out when motion blur is enabledClément Foucault
Also clears the render result to 0 to avoid invalid motion vectors.
2022-07-25EEVEE-Next: Display compatible properties panelsClément Foucault
Only a few are kept not available as their features are not yet supported.
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
2022-04-10Render: Add operators to add all used or remove all unused lightgroupsLukas Stockner
These operators build a list of all lightgroups that are used by the view layer's scene and either add all used lightgroups that are not part of the view layer yet or remove all lightgroups in the view layer that are not being used. Differential Revision: https://developer.blender.org/D14596
2022-04-02Cycles: Add support for light groupsLukas Stockner
Light groups are a type of pass that only contains lighting from a subset of light sources. They are created in the View layer, and light sources (lamps, objects with emissive materials and/or the environment) can be assigned to a group. Currently, each light group ends up generating its own version of the Combined pass. In the future, additional types of passes (e.g. shadowcatcher) might be getting their own per-lightgroup versions. The lightgroup creation and assignment is not Cycles-specific, so Eevee or external render engines could make use of it in the future. Note that Lightgroups are identified by their name - therefore, the name of the Lightgroup in the View Layer and the name that's set in an object's settings must match for it to be included. Currently, changing a Lightgroup's name does not update objects - this is planned for the future, along with other features such as denoising for light groups and viewing them in preview renders. Original patch by Alex Fuller (@mistaed), with some polishing by Lukas Stockner (@lukasstockner97). Differential Revision: https://developer.blender.org/D12871
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
2021-11-18Fix Cryptomatte accurate option showing for Cycles, only needed for EeveeBrecht Van Lommel
2021-11-18Fix T92442: undo removal of Eevee cryptomatte accurate mode optionBrecht Van Lommel
The Cycles accurate mode was removed, but the Eevee option for this has a different meaning and should not have been removed. The Eevee accurate makes cryptomatte accumulate for every sample, which Cycles has always done regardless of any option.
2021-09-21Cycles: merge of cycles-x branch, a major update to the rendererBrecht Van Lommel
This includes much improved GPU rendering performance, viewport interactivity, new shadow catcher, revamped sampling settings, subsurface scattering anisotropy, new GPU volume sampling, improved PMJ sampling pattern, and more. Some features have also been removed or changed, breaking backwards compatibility. Including the removal of the OpenCL backend, for which alternatives are under development. Release notes and code docs: https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles https://wiki.blender.org/wiki/Source/Render/Cycles Credits: * Sergey Sharybin * Brecht Van Lommel * Patrick Mours (OptiX backend) * Christophe Hery (subsurface scattering anisotropy) * William Leeson (PMJ sampling pattern) * Alaska (various fixes and tweaks) * Thomas Dinges (various fixes) For the full commit history, see the cycles-x branch. This squashes together all the changes since intermediate changes would often fail building or tests. Ref T87839, T87837, T87836 Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-03-06Cleanup: unused argumentsCampbell Barton
2021-03-06Cleanup: unused variablesCampbell Barton
2021-02-12Merge branch 'blender-v2.92-release'Jeroen Bakker
2021-02-12Cycles: Use Blender Settings For AOVJeroen Bakker
This patch will share the AOV settings between Cycles and Eevee. It enable using the AOV name conflict detection of Blender. This means that unlike how Cycles used to work it isn't possible to add an AOV with a similar name. Conflicts with internal render pass names will be indicated with an Warning icon. Reviewed By: Brecht van Lommel Differential Revision: https://developer.blender.org/D9774
2021-02-12Cleanup: don't subclass 'Panel' for mix-in classesCampbell Barton
This reports warnings with `--debug-python` since all panel sub-classes are expected to be registered.
2020-12-14Eevee: Add Volume Transmittance to Color Render Passes.Jeroen Bakker
In Cycles the volume transmittance is already composited into the color passes. In Eevee the volume transmittance pass was separate and needed to be composited in the compositor. This patch adds the volume transmittance pass direct in the next render passes: * Diffuse Color * Specular Color * Emission * Environment This patch includes the removal of the volume transmittance render pass. It also renames the volume render passes to match Cycles. The setting themselves aren't unified. Maniphest Tasks: T81134
2020-12-11Cleanup: trailing spaceCampbell Barton
2020-12-07Fix Cryptomatte panel not visible in EEVEEJeroen Bakker
Caused by {rB5baae026a86f}
2020-12-04EEVEE CryptomatteJeroen Bakker
Cryptomatte is a standard to efficiently create mattes for compositing. The renderer outputs the required render passes, which can then be used in the compositor to create masks for specified objects. Unlike the Material and Object Index passes, the objects to isolate are selected in compositing, and mattes will be anti-aliased. Cryptomatte was already available in Cycles this patch adds it to the EEVEE render engine. Original specification can be found at https://raw.githubusercontent.com/Psyop/Cryptomatte/master/specification/IDmattes_poster.pdf **Accurate mode** Following Cycles, there are two accuracy modes. The difference between the two modes is the number of render samples they take into account to create the render passes. When accurate mode is off the number of levels is used. When accuracy mode is active, the number of render samples is used. **Deviation from standard** Cryptomatte specification is based on a path trace approach where samples and coverage are calculated at the same time. In EEVEE a sample is an exact match on top of a prepared depth buffer. Coverage is at that moment always 1. By sampling multiple times the number of surface hits decides the actual surface coverage for a matte per pixel. **Implementation Overview** When drawing to the cryptomatte GPU buffer the depth of the fragment is matched to the active depth buffer. The hashes of each cryptomatte layer is written in the GPU buffer. The exact layout depends on the active cryptomatte layers. The GPU buffer is downloaded and integrated into an accumulation buffer (stored in CPU RAM). The accumulation buffer stores the hashes + weights for a number of levels, layers per pixel. When a hash already exists the weight will be increased. When the hash doesn't exists it will be added to the buffer. After all the samples have been calculated the accumulation buffer is processed. During this phase the total pixel weights of each layer is mapped to be in a range between 0 and 1. The hashes are also sorted (highest weight first). Blender Kernel now has a `BKE_cryptomatte` header that access to common functions for cryptomatte. This will in the future be used by the API. * Alpha blended materials aren't supported. Alpha blended materials support in render passes needs research how to implement it in a maintainable way for any render pass. This is a list of tasks that needs to be done for the same release that this patch lands on (Blender 2.92) * T82571 Add render tests. * T82572 Documentation. * T82573 Store hashes + Object names in the render result header. * T82574 Use threading to increase performance in accumulation and post processing. * T82575 Merge the cycles and EEVEE settings as they are identical. * T82576 Add RNA to extract the cryptomatte hashes to use in python scripts. Reviewed By: Clément Foucault Maniphest Tasks: T81058 Differential Revision: https://developer.blender.org/D9165
2020-12-04EEVEE: Arbitrary Output VariablesJeroen Bakker
This patch adds support for AOVs in EEVEE. AOV Outputs can be defined in the render pass tab and used in shader materials. Both Object and World based shaders are supported. The AOV can be previewed in the viewport using the renderpass selector in the shading popover. AOV names that conflict with other AOVs are automatically corrected. AOV conflicts with render passes get a warning icon. The reason behind this is that changing render engines/passes can change the conflict, but you might not notice it. Changing this automatically would also make the materials incorrect, so best to leave this to the user. **Implementation** The patch adds a copies the AOV structures of Cycles into Blender. The goal is that the Cycles will use Blenders AOV defintions. In the Blender kernel (`layer.c`) the logic of these structures are implemented. The GLSL shader of any GPUMaterial can hold multiple outputs (the main output and the AOV outputs) based on the renderPassUBO the right output is selected. This selection uses an hash that encodes the AOV structure. The full AOV needed to be encoded when actually drawing the material pass as the AOV type changes the behavior of the AOV. This isn't known yet when the GLSL is compiled. **Future Developments** * The AOV definitions in the render layer panel isn't shared with Cycles. Cycles should be migrated to use the same viewlayer aovs. During a previous attempt this failed as the AOV validation in cycles and in Blender have implementation differences what made it crash when an aov name was invalid. This could be fixed by extending the external render engine API. * Add support to Cycles to render AOVs in the 3d viewport. * Use a drop down list for selecting AOVs in the AOV Output node. * Give user feedback when multiple AOV output nodes with the same AOV name exists in the same shader. * Fix viewing single channel images in the image editor [T83314] * Reduce viewport render time by only render needed draw passes. [T83316] Reviewed By: Brecht van Lommel, Clément Foucault Differential Revision: https://developer.blender.org/D7010
2020-10-02Cleanup: pep8, blank linesCampbell Barton
2020-08-17Fix T77267: Render EEVEE AO pass when AO disabled.Jeroen Bakker
In EEVEE the AO renderpass influenced other render passes. Until now the pass wasn't selectable when AO was disabled in the scene to remove these render artifacts. This patch allows rendering EEVEE AO pass without enabling it in the scene. It does this by binding a fallback texture that is used by the surface shaders. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7956
2020-04-17UI: Layout changes for new checkbox layout possibilitiesWilliam Reynish
Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-03-05Cleanup: formatting, strip trailing spaceCampbell Barton
2020-02-21EEVEE: Render PassesJeroen Bakker
This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2019-05-02UI: Open 'Passes' panel by default in EEVEE.Pablo Vazquez
This panel is arguably the most important in the ViewLayer properties, so the concept of "1 panel open per context" doesn't work. Especially since the first panel (View Layer) contains only two settings.
2019-03-14Cleanup: unused importsCampbell Barton
2019-03-13Cleanup: redundant bpy.context accessCampbell 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.
2018-09-11Cleanup: unused variablesCampbell Barton
2018-09-11UI: use property split for motion pathsWilliam 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.
2018-06-25UI: Single-column layout for View Layer, passes and WorldWilliam Reynish
2018-06-12T55454: removal of clay engineJeroen Bakker
The ClayEngine was introduced to test the blender2.8 architecture during development. As currently we have the wanted features implemented with matcaps we are going to remove the clay engine as it was never intended to be an official releasable engine Note: The test cases are never run. But when enabled will be skipped as they were implemented over the Clay Engine
2018-06-05Merge branch 'master' into 28Campbell Barton
2018-05-08Collections: remove per collection and view layer engine overrides.Brecht Van Lommel
This will be handled by the new view layer override system which will store data elsewhere, removing the code already for easier refactoring.
2018-05-04Eevee: Shadows: Separate Cube and Cascade shadow maps into 2 texture array.Clément Foucault
This mean we can now have different shadow resolutions for both. However each shadow type keep the same size accross all lamps because of future "real" Cube Shadowmaps limitation and to save texture sampler slots. That said the cascade shadow resolution could (in the future) still be changed to be adjustable per sun lamp.
2018-04-26Workspaces: active view layer now always comes from workspace, not scene.Brecht Van Lommel
Both the scene and workspace had an active view layer, and it was confusing which settings were being used or displayed where. Now we always have one, so there is no mismatch. The "View Layers" tab in the properties editor is now "View Layer", no longer showing a list of layers. Instead view layers can be added and removed with the workspace view layer selector. They are also listed and selectable in the outliner. Single layer rendering uses the active view layer from the workspace. This fixes bugs where the wrong active view layer was used, but more places remain that are wrong and are now using the first view layer in the scene. These are all marked with BKE_view_layer_context_active_PLACEHOLDER.
2018-04-25Multi-View: Moving panel to render, and rename to StereoscopyDalai Felinto
Multi-View was never a per-viewlayer option. And now that we have viewlayer it is better to name it in a more recognizable way: "Stereoscopy" instad of plain "Views".
2018-04-20Eevee: TAA Reprojection: Add layer property.Clément Foucault
2018-04-18Workspaces: remove workspace engine, use 3D viewport draw mode instead.Brecht Van Lommel
ViewRender was removed, which means we can't get the render engine for files saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee and set the engine to that. A fix included with this is that .blend thumbails now draw with Clay mode, and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should be very fast and not e.g. load heavy image textures. Differential Revision: https://developer.blender.org/D3156
2018-04-17Removing Blender Game Engine from Blender 2.8Dalai Felinto
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
2018-02-27Revert "F12 offline Freestyle rendering support in Eevee"Tamito Kajiyama
This reverts commit 8a7c0abc2d548d88b755a1c712aa06f0ee631076.
2018-02-27F12 offline Freestyle rendering support in EeveeTamito Kajiyama
This patch adds F12 offline Freestyle rendering support to Eevee. Most functionalities are identical with those found in Cycles. The only major difference is that the per-view layer "use Freestyle" toggle option is currently placed in the "Passes" panel of the "View Layers" properties window instead of a "Layer" panel as in Cycles. Since Freestyle is a post-processed overlay and not a pass, the present option location is a compromise. To describe this fact, the per-layer "use Freestyle" option is in a subsection labeled as "Layer". Reviewers: fclem, brecht, campbellbarton Reviewed By: fclem, brecht Subscribers: dfelinto Differential Revision: https://developer.blender.org/D3084
2018-02-03Eevee: Render: Add ambient occlusion pass support.Clément Foucault
2018-02-01Eevee: Add mist pass support.Clément Foucault
Eevee: Render: Fix crash when not enabling mist pass.
2018-02-01Eevee: Render: Add Subsurface Pass support.Clément Foucault
2018-01-31Eevee: Render: Add Normal pass output.Clément Foucault
2018-01-30Eevee: Add Z pass render result.Clément Foucault
2018-01-30Eevee: Add new "render samples" properties.Clément Foucault
2018-01-16Eevee: AO: Removes samples and denoise options.Clément Foucault
This comes with a lot of code simplification that leads to a small performance improvement.