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2017-06-19Eevee: Initial implementation of planar reflections.Clément Foucault
Still pretty barebone: No roughness support, No normal distortion support.
2017-06-19Eevee: Add special shader for depth prespass.Clément Foucault
This way we can extend it to output more data (like motion vectors). Add a variation that uses clip distances.
2017-06-15Eevee: Group octahedron map functions into one file.Clément Foucault
2017-06-15Eevee: Split irradiance functions to their own new file.Clément Foucault
2017-06-15Eevee: Disable specular when rendering probes.Clément Foucault
This prevents weird reflections and really strong indirect lighting.
2017-06-15Eevee: Add Irradiance Grid supportClément Foucault
Early implementation. Slow and still has quality 3 ways of storing irradiance: - Spherical Harmonics: Have problem with directionnal lighting. - HL2 diffuse cube: Very low resolution but smooth transitions. - Diffuse cube: High storage requirement. Also include some name change.
2017-06-14Implement hair in eeveeLuca Rood
New implementation of hair for Eevee. Note: A hard coded "transmission" property is being used. This should eventually be exposed to the UI, possibly in the form of SSS properties.
2017-06-12Rename probe to light-probeCampbell Barton
Probe is a real general term, the new name is used often in docs online.
2017-06-09Eevee: First commit of Probe support.Clément Foucault
2017-06-05Eevee: Optimize scene with a large number of objects.Clément Foucault
Using a GHash to store the shgroup of every Material. This way we do not duplicates the DRWShadingGroups allocations on every object.
2017-06-04Eevee: Modify Blue Noise.Clément Foucault
2017-06-04Eevee: Move Spherical Harmonics to a new Probe UBO.Clément Foucault
Keep data packing tight to prevent use of padding floats
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.