Age | Commit message (Collapse) | Author |
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EEVEE Soft shadows were not rendered correctly during viewport
rendering. The reason for this is that during viewport rendering the
shadow buffers were only update once and not per sample. This resulted
that all the samples calculated the same shadow.
This fix moves the call to `EEVEE_shadows_update` from cache finished to
draw scene. This needs to happen before `EEVEE_lightprobes_refresh`.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D6538
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Reviewed By: brecht
Differential Revision: http://developer.blender.org/D5659
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Some statements were split across multiple lines because of their
trailing comments.
In most cases it's clearer to put the comments above.
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T68035 by @luzpaz
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This removes a lot of framebuffer configuration and binding.
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This cleans up a bit of duplicated code and some confusion about
what was culled and what wasn't.
Now everything is culled based on the given object pointer.
If the object pointer is NULL there is no culling performed.
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This is the angular diameter as seen from earth, which is between 0.526° and
0.545° in reality. Sharing the size with other light types did not make much
sense and meant the unit was unclear.
Differential Revision: https://developer.blender.org/D4819
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Cycles lights now use strength and color properties of the light outside
of the shading nodes, just like Eevee. The shading nodes then act as a
multiplier on this, and become optional unless textures, fallof or other
effects are desired.
Backwards compatibility is not exact, as we can't be sure which renderer
the .blend was designed for or even if it was designed for a single one.
If the render engine in the active scene is set to Cycles, lights are
converted to ensure overall light strength remains the same, and removing
unnecessary shader node setups that only included a single emission node.
If the engine is set to Eevee, we increase strength to remove the automatic
100x multiplier that was there to match Cycles.
Differential Revision: https://developer.blender.org/D4588
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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This may be usefull if power is animated ans is to be activated at one
particular point in time.
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Most API's already use this convention.
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- BKE_lamp -> BKE_light
- Main.lamp -> light
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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Needed for clan-format not to wrap onto one line.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Matches `BASE_FROM_SET`.
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Needed for clang formatting to workaround bug/limit, see: T53211
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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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I made an empirical test with a 100% diffuse sphere and manually tweak the
lighting power of a sun lamp trying to fit cycles and eevee the best I can.
Then I plotted the result and found a rough fit to the equation and that
seems to work pretty well.
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This was caused by overflow caused by the background and precision during
filtering.
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This was visible if the lamps was out of frustum.
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This makes it possible to tweak indirect lighting in the shader.
Only a subset of the outputs is supported and the ray depth has not exactly
the same meaning:
Is Camera : Supported.
Is Shadow : Supported.
Is Diffuse : Supported.
Is Glossy : Supported.
Is Singular : Not supported. Same as Is Glossy.
Is Reflection : Not supported. Same as Is Glossy.
Is Transmission : Not supported. Same as Is Glossy.
Ray Length : Not supported. Defaults to 1.0.
Ray Depth : Indicate the current bounce when baking the light cache.
Diffuse Depth : Same as Ray Depth but only when baking diffuse light.
Glossy Depth : Same as Ray Depth but only when baking specular light.
Transparent Depth : Not supported. Defaults to 0.
Transmission Depth : Not supported. Same as Glossy Depth.
Caveat: Is Glossy does not work with Screen Space Reflections but does work
with reflection planes (when used with SSR or not).
We have to render the world twice for that to work.
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Soft shadows are supported in another manner, Multiple Shadow Maps are not
needed anymore.
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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 to avoid visible artifacts with default lamps intensity.
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Was missing some UBO bindings.
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