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2019-01-23Cleanup: add BEGIN/END to GPL headersCampbell Barton
2019-01-11Fix background color use in 3D viewCampbell Barton
TH_BACK was being used when drawing the 3D view even though there was no way to set the color in the preferences. The color was zero'd when moving to the new 2.8x theme. Having both gradient and background colors was confusing, especially having to use 'TH_HIGH_GRAD' for the 3D view, 'TH_BACK' for other views. Move the background color back to 'TH_BACK', 'TH_BACK_GRAD' is used when gradients are enabled. RNA is unchanged so presets don't need updating.
2018-11-29Workbench: Add back studio lighting presetsClément Foucault
This changes a bit how the userprefs solid lights works. They are not visible until enabling the "Edit Solid Light" checkbox. Once enabled the current studiolight used for solid mode will be overwritten. Once the lighting settings are tweaked, the user can click the "Save as Studio light" button to save the current settings. This makes it easy to create new lighting without messing the other presets. The studio lights are stored as ASCII files on the disk using a dead simple custom format. The UI/UX is not perfect and will be improved in other commits. Also includes: * Separate LookDev HDRI selection from Solid Lights * Hide LookDev HDRIs from the Solid Lights selection list
2018-11-29Workbench: Rename orientation to type and Camera studio light to StudioClément Foucault
2018-11-20Fix T57722: Clipped LookDev preview spheresCampbell Barton
D3948 by @pablodp606
2018-11-19Studio Lights: Big CleanupsClément Foucault
* Less Lengthy enum/macro names. * Optimize computation of Spherical Harmonics. * Reduce radiance cubemap size a bit. Higher resolution is not necessary. * Remove STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED (was not used). * Do windowing on each component separately instead of using luminance. * Use ITER_PIXELS to iterate on each pixels, using pixel center coords. * Remove gpu_matcap_3components as it is only needed when creating the gputex. * Fix a lot of confusion in axis denomination/swizzle. These changes should not affect functionallity.
2018-11-16Fix crash when rendering a scene first and then goes to eevee preview modes ↵mano-wii
and cleanup The crash only occurs with Intel 3rd generation GPUs. It occurs because the program needs to be used at least once in the opengl context in which it is created.
2018-09-18LookDev: Use theme background instead of world colorClément Foucault
This is much less confusing than relying on an hidden parameter (the world color) that you can only see if you disable the world node tree.
2018-09-18LookDev: Use black background color if world is not presentClément Foucault
2018-09-10Eevee: Lookdev: Fix memleakClément Foucault
2018-08-02Eevee: Fix missing UBO binds.Clément Foucault
Some of them are unecessary and should be removed from the shader instead. But for now we need a quick fix for the crashes happening on some platforms. See T55475.
2018-07-18GWN: Port to GPU module: Replace GWN prefix by GPUClément Foucault
2018-07-10Eevee: LightCache: Initial ImplementationClément Foucault
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.
2018-07-06Viewport: in Lookdev shading, disable scene lights and world by default.Brecht Van Lommel
Now we light with just a user defined HDRI by default, which is useful for material setup and texture painting and lighting without having to set up any scene lights. Previously it would use the scene world without lights by default, which in some files is just black.
2018-06-21Studiolight: Calculation of irradiance bufferJeroen Bakker
The calculation of the irradiance buffer was slow. Now it is only calculated when it is being used (background_alpha > 0.0) this solves the freeze when switching to LookDev mode. Also changed the default calculation to use the Spherical Harmonics calculation. This is able to generate the irradiance buffer fast, but is less accurate. As the irradiance buffer is only used for visual guidance speed is more important than accuracy. Added compile directive to switch between the implementations. (see STUDIOLIGHT_IRRADIANCE_METHOD) Disabled caching the irradiance buffer when STUDIOLIGHT_IRRADIANCE_METHOD_SPHERICAL_HARMONICS is used as it is not needed.
2018-06-12LookDev: Move lookdev balls when menu switchesJeroen Bakker
2018-06-06LookDev: When HDRI could not be reloaded we should switch to worldJeroen Bakker
Thanks for reporting sergey!
2018-06-05LookDev: Fix crash when no worldJeroen Bakker
2018-06-01LookDev: make sure lookdev balls are still visible after 'N'Jeroen Bakker
2018-06-013D View: make text overlay optionalCampbell Barton
2018-05-30Cleanup: style/whitespaceCampbell Barton
Also use 'uint'.
2018-05-29EEVEE: LookDev, reset camera settingsJeroen Bakker
2018-05-29StudioLight: Calculate Specular irradianceJeroen Bakker
2018-05-29EEVEE: LookDev reversed the background fadeoutJeroen Bakker
2018-05-29EEVEE: LookDev fadeout to the world horizon colorJeroen Bakker
2018-05-29EEVEE: LookDev fade out background optionJeroen Bakker
2018-05-29EEVEE: LookDev overlays enablingJeroen Bakker
The mirror ball and diffuse ball are only rendered when overlays are turned on and the lookdev overlay is turned on.
2018-05-28EEVEE: LookDev storage list wrongly usedJeroen Bakker
2018-05-28EEvEE: LookDevJeroen Bakker