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AgeCommit message (Collapse)Author
2019-01-19Cleanup: add trailing commasCampbell Barton
Prevents clang-format merging into a single line.
2018-04-22Cleanup: trailing spacesCampbell Barton
Applied to newly added files in 2.8
2018-01-18Eevee: Implement new LTC algorithm for Sphere Lights.Clément Foucault
This is an improvement on the old spining quad method that was giving artifacts when the reflection ray was nearly aligned with the sphere center. This might be a bit heavier but it's worth it.
2017-10-07Cleanup: style, duplicate includesCampbell Barton
2017-08-10Eevee: Add precomputed BTDF LUT.Clément Foucault
2017-06-04Eevee: Modify Blue Noise.Clément Foucault
2017-06-04Eevee: Material code refactor.Clément Foucault
Separate material handling inside another file. Make use of enums to identify shader variations. Group all 64*64 LUTs into one array texture. Only update world probe if world changes.
2017-04-18Eevee: Introduction of world preconvolved envmap.Clément Foucault
For now only compute GGX convolution. The GGX LUT used for the split sum approximation (UE4) is merged with the LTX mag LUT that uses the same parameters (theta and roughness)
2017-04-04Cleanup: avoid long lines (search tools complain!)Campbell Barton
2017-04-03Eevee: LTC area lightsClément Foucault
Using Linear Transform Cosines to compute area lighting. This is far more accurate than other techniques but also slower. We use rotating quad to mimic sphere area light. For a better approximation, we use a rotating octogon.