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Some of Eevee's Bloom defaults are not very good for physically based rendering. This patches addresses this issue.
This picture shows one of the problems with current default. Bloom looks very foggy:
{F6280495}
Even worse, light emitters much dimmer than the Sun can make everything equally hazy if Clamp is set to 1.0 and intensity to 0.8 (current default). Artists often forget to adjust Clamp value and do not know what value to use for realistic intensity. Also, currently both Clamp and Intensity do not have good UI ranges. This is why often Eevee renders end up very hazy and bloom often does not look right.
Bloom effect plays important role to help to distinguish between bright and relatively dim light sources. With current defaults this is broken because Clamp set to 1.0. Also, it cannot be disabled if set to 0 like expected. This patch fixes this and sets it to 0 by default. If users need to clamp, they can do so easily with UI range up to 1000. This range is good enough for most cases and provides enough precision to control lower values, and the highest value helps to limit bloom from the Sun if necessary and will leave untouched most other light emitters. If needed, much higher values for Clamp can be entered manually up to 100000. 10000 is still affects the Sun, but up to 100000 highest limit allows to clamp anything that is much brighter than the Sun if user needs to limit bloom in such cases (for example, bright explosion in the sky or anything else very bright).
I propose new default for bloom Intensity - 0.05 and UI range to suggests realistic values. Bloom Intensity > 0.1 is not realistic for clean lens but the user can enter manually much larger values if needed.
For comparison, here is a my own photo with and without bloom caused by the Sun (on second photo the Sun was occluded with an object).
{F6280500}
{F6280492}
In real life bloom is much more subtle and does not look hazy. If Clamp is disabled, then out of 0.1, 0.05 and 0.025 values I have tried, 0.05 looks most similar to the photo. Here is test render with and without bloom with the Sun in similar position like on the photo:
{F6280496}
{F6280494}
Using color probe 27x27 I compared lightness below the horizon under the Sun. In rendered by Eevee images lightness difference was 17. In case of the photos lightness difference in similar place was 11. I then compared leftmost spot (also below the horizon) and lightness difference was approximately 2 between two photos and 1 between rendered images. In other words, with these settings bloom effect is not too strong and is not too weak. Visually it may seem like decreasing bloom intensity may increase photorealism, but then bloom effect would be too localized even for the Sun.
Besides this single test, I tested in many other scenes as well, with and without the Sun, with different HDRIs, and as far as I can tell 0.05 intensity turned out to be good default - it produces bloom strong enough to be noticeable and not too hazy.
In Cycles shutter default value is 0.50, so for consistency set to 0.5 by default in Eevee too. Besides, 0.5 is typical standard for real cameras, and values higher than 0.5 usually are needed only if very strong motion blur is desired.
Here is summary of all changes:
Bloom Intensity: 0.8 > 0.05
Bloom Intensity UI range: 0-10 > 0-0.1
Bloom Clamp: 1.0 > 0.0 (disabled by default)
Bloom Clamp manual range: 0-1000 > 0-100000
Bloom Clamp UI range: 0-10 > 0-1000
Shutter: 1.0 > 0.5
This patch is related to the discussion in this thread, there are more examples of what bloom will look like with 0.05 intensity by me and others:
https://devtalk.blender.org/t/eevee-needs-to-have-physically-based-defaults/4700
Reviewers: fclem
Reviewed By: fclem
Subscribers: pablovazquez, billreynish, rboxman
Tags: #eevee
Differential Revision: https://developer.blender.org/D4212
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This commit groups a set of new tools that were tested in grease pencil object branch before moving to master. We decide to do all the development in a separated branch because it could break master during days or weeks before the new tools were ready to deploy.
The commit includes:
- New Cutter tool to trim strokes and help cleaning up drawings.
- New set of constraints and guides to draw different types of shapes. All the credits for this development goes to Charlie Jolly (@charlie), thanks for your help!
- Segment selection mode to select strokes between intersections.
- New operator to change strokes cap mode.
- New option to display only keyframed frames. This option is very important when fill strokes with color.
- Multiple small fixes and tweaks.
Thanks to @pepeland and @mendio for their ideas, tests, reviews and support.
Note: Still pending the final icons for Cutter in Toolbar and Segment Selection in Topbar. @billreynish could help us here?
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This aims to resolve a conflict where some users want to keep keyboard
axis setting global, even when the orientation is set to something else.
Move/rotate/scale can optionally each have a separate orientation.
Some UI changes will be made next.
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D4097
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settings entirely.
Ref D4022.
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This resolves this issue where users would enable a snapping mode
besides incremental (vertex for eg), then notice strange behavior w/
rotate and scale.
While this ability can be useful, it's quite an obscure use case.
Now changing snap-modes keeps rotate and scale using incremental snap,
with the option for these modes to be affected by other snapping modes.
D4022 by @kioku w/ own minor edits.
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This commit adds support for new curve tool and adds more functionalities to the existing primitives, including new handles, editing, stroke thickness curve, noise, preview of the real stroke, etc.
Thanks to @charlie for his great contribution to this improvement.
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Make it explicit when freeing node tree which is owned by other
ID or when freeing node tree which is outside of a bmain.
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Helps separate variable names from descriptive text.
Was already used in some parts of the code,
double space and dashes were used elsewhere.
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There were at least three copies of those:
- OB_RECALC* family of flags, which are rudiment of an old
dependency graph system.
- PSYS_RECALC* which were used by old dependency graph system
as a separate set since the graph itself did not handle
particle systems.
- DEG_TAG_* which was used to tag IDs.
Now there is a single set, which defines what can be tagged
and queried for an update. It also has some aggregate flags
to make queries simpler.
Lets once and for all solve the madness of those flags, stick
to a single set, which will not overlap with anything or require
any extra conversion.
Technically, shouldn't be measurable user difference, but some
of the agregate flags for few dependency graph components did
change.
Fixes T58632: Particle don't update rotation settings
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The idea is to reflect that the view settings are the best
for cases when one wants to see things as if they are a
render result.
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Solves weird situation when default display name is queried
from OCIO, but Default view being assumed to be set for it.
Now view is initialized to a default view of that display.
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Shadow focus let the user choose how hard are is the shadows transition.
Harder shadow transition can be used for stylistic effects or more uniform
shading.
Make shadow orientation respect the same orientation as the studio light
(view from +Y direction aka. front view). Make the default shadow direction
more similar to the default light position (the default light object, not
the default studio lighting).
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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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Reviewers: brecht
Differential Revision: https://developer.blender.org/D3978
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Changed the following names:
- GP_EditBrush_Data->GP_Sculpt_Data
- eGP_EditBrush_Types->eGP_Sculpt_Types
- eGP_EditBrush_Flag->eGP_Sculpt_Flag
- eGP_BrushEdit_SettingsFlag->eGP_Sculpt_SettingsFlag
- GP_BrushEdit_Settings->GP_Sculpt_Settings
- GP_EDITBRUSH_FLAG*->GP_SCULPT_FLAG*
- GP_EDITBRUSH_TYPE*->GP_SCULPT_TYPE*
- GP_BRUSHEDIT_FLAG_*->GP_SCULPT_SETT_FLAG_*
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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 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.
---
This change is important because it makes it possible to cull lights
an improve performance drastically in the future.
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Each mode had its own logic for initializing paint structs,
move to a single function.
Also remove "BKE_brush_get_gpencil_paint", entering grease pencil
mode is responsible for ensuring the data is created.
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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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Conflicts:
source/blender/blenkernel/intern/scene.c
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Continuation of https://developer.blender.org/D3802
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3808
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Users can select the main unit they want to use now.
Previously the displayed unit always depended on the magnitude of the value.
The old behavior can be restored by switching to the "Adaptive" mode for length, mass and time units.
Meters, kilograms and seconds are the default units for new and old scenes.
The selected unit is also the default unit for user input.
E.g. if cm is selected, whenever the user inputs a unitless number into a field of type length, it will be interpreted as cm.
Reviewer: brecht
Differential: https://developer.blender.org/D3740
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Differential Revision: https://developer.blender.org/D3719
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Since that call make the graph active, it should only be used in active
editing context aware code (i.e. essentially, operators).
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This solves wrong user counter of custom shape when duplicating bone
few times and then undoing all the duplications.
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This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
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D3056 by @alourenco
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This option is not necessary as it uses as much memory as the mono-chromatic
transmistance.
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`BKE_pose_rebuild()` should (ideally) always trigger a rebuild of the
depsgraph, since it can add or remove posechannels.
This function now takes a Main parameter to ensure that related
depsgraphes are tagged as dirty (kept it optional, for some corner cases).
We should also probably double-check calls to that function, think in
theory it should only be called from depsgraph itself? But for now...
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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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So all shading settings are in this struct and can be reused in the OpenGL
render engine.
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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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