Age | Commit message (Collapse) | Author |
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This add the possibility to add screen space raytraced shadows to fix light leaking cause by shadows maps.
Theses inherit of the same artifacts as other screenspace methods.
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All related settings are already in the brush,
so it's inconvenient to switch panels to change this one option.
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Follow sculpt mode more closely by using the brush front-face option.
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objects.
Camera clipping was left to default values, which won't work well for
very large (or small) objects. Now recompute valid clipping start/end
based on boundingbox of rendered data, and final location of camera.
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This makes brush influence into a tube instead of a sphere.
It can be used along the outline of a mesh to adjust it's silhouette.
Note that all this takes advantage of changes from vertex paint,
from testing this seems useful so exposing from the brush options.
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- Separate the Post Processes settings into sub panel.
- Rename "Viewport Anti-Aliasing" to sampling & super-sampling as it also reduce the noise of other effects.
- Remove Temporal Anti-Aliasing toggle and make it always active unless the number of samples is 1.
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This secondary accumulation option accumulated brush falloff.
The same option in image painting accumulates color
as vertex paiht 'Spray' does.
Giving this option different behavior for vertex paint seems strange.
Also this is basically increasing falloff over time.
Remove the new code, expose existing 'Spray' as 'Accumulate'
to match other paint modes.
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Notes:
- Changes in paint_vertex.c were simple to merge, mainly related on passing
evaluation context.
- Conflicts in EditDM and drawmesh.c are solved using code from blender2.8
branch. Those areas are deprecated and not to be used in final release.
However, it's possible that some reference code from master is lost, so
keep attention when adding alpha support for vertex painting.
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This makes vertex paint match image painting more closely.
- Add falloff shape option sphere/circle
where sphere uses a 3D radius around the cursor and
circle uses a 2D radius (projected), like previous releases.
- Add normal angle option so you can control the falloff.
- Add Cull option, to paint onto faces pointing away.
Disabling normals, culling and using circle falloff
allows you to paint through the mesh.
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This is used to tweak the overall spread of the lighting. It is a per renderlayer setting.
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- Clamp accumulate so it doesn't exceed brush strength.
- Was multiplying by brush strength twice.
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GSOC 2017 by Darshan Kadu, see: D2859.
This is a partial merge of some of the features from
the soc-2017-vertex_paint branch.
- Alpha painting & drawing.
- 10 new color blending modes.
- Support for vertex select in vertex paint mode.
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2016 GSOC project by @nathanvollmer, see D2150
- Mirrored painting and radial symmetry, like in sculpt mode.
- Volume based splash prevention,
which avoids painting vertices far away from the 3D brush location.
- Normal based splash prevention,
which avoids painting vertices with normals opposite the normal
at the 3D brush location.
- Blur mode now uses a nearest neighbor average.
- Average mode, which averages the color/weight
of the vertices within the brush
- Smudge mode, which pulls the colors/weights
along the direction of the brush
- RGB^2 color blending, which gives a more accurate
blend between two colors
- multithreading support. (PBVH leaves are painted in parallel.)
- Foreground/background color picker in vertex paint
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This adds TAA to eevee. The only thing important to note is that we need to keep the unjittered depth buffer so that the other engines are composited correctly.
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Useful for baking, so UV's can be moved outside the image
and not used to bake pixels (but still used for display).
D2801 by @Zuorion
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It has been deprecated since at least macOS 10.9 and fully removed in 10.12.
I am unsure if we should remove it only in 2.8. But you cannot build blender with it supported when using a modern xcode version anyway so I would tend towards just removing it also for 2.79 if that ever happens.
Reviewers: mont29, dfelinto, juicyfruit, brecht
Reviewed By: mont29, brecht
Subscribers: Blendify, brecht
Maniphest Tasks: T52807
Differential Revision: https://developer.blender.org/D2333
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Introducing a new header using the Blender socket logo,
commit of the source file will follow soon.
Splash committee: Ton Roosendaal, Dalai Felinto, Pablo Vazquez.
Artwork is a screenshot of 'Wanderer', an Eevee sample file
by Daniel Bystedt, available on blender.org (license: CC-BY-SA)
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Tweak rna_info module to generate valid info also for multi-dimensional arrays.
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Hope fix is OK, seems to work with API generation script at least.
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Only show & use when running in debug mode.
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Portable builds LOCAL files need to be
treated as system instead of using as a fallback to USER templates.
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The issue was caused by operator redo which frees all object's evaluated data,
including bounding box. This bounding box can not be reconstructed properly
without full curve evaluation (need to at least convert font to nurbs, which is
not cheap already).
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Previously only the active object was used.
Use coroutines to support baking frames for multiple objects at once,
without having to playback the animation multiple times.
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Avoids having to set the scene's active object first.
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This brings some data structure changes.
Shared shadow data are stored in ShadowData (in glsl) (aka EEVEE_Shadow in C).
This structure contains the array indices of the first shadow element of this shadow "object".
It also contains how many shadow to evaluate (to be used for Multiple shadow maps).
The filtering is noisy and needs improvement.
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This option is here for reducing the memory usage of shadow maps.
Also lower bitdepth are quicker to process.
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This is an alternative to ESM. It does not suffer the same bleeding artifacts.
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Only one method is available right now. VSM and PCF are comming.
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