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2017-08-19Merge branch 'blender2.8' into strand_editmodeLukas Tönne
2017-08-18Eevee: Rework GTAOClément Foucault
This includes big improvement: - The horizon search is decoupled from the BSDF evaluation. This means using multiple BSDF nodes have a much lower impact when enbaling AO. - The horizon search is optimized by splitting the search into 4 corners searching similar directions to help which GPU cache coherence. - The AO options are now uniforms and do not trigger shader recompilation (aka. freeze UI). - Include a quality slider similar to the SSR one. - Add a switch for disabling bounce light approximation. - Fix problem with Bent Normals when occlusion get very dark. - Add a denoise option to that takes the neighbors pixel values via glsl derivatives. This reduces noise but exhibit 2x2 blocky artifacts. The downside : Separating the horizon search uses more memory (~3MB for each samples on HD viewport). We could lower the bit depth to 4bit per horizon but it produce noticeable banding (might be fixed with some dithering).
2017-08-14Removed fiber drawing from the strand edit mode to simplify code.Lukas Tönne
For rendering hair fibers the edit mode should just use the underlying data.
2017-08-14Hair drawing data based on the new DNA hair groups.Lukas Tönne
2017-08-13Eevee: Optimize and improve GTAO Horizon searchClément Foucault
This fix a bug when occluder are on the edge of the screen and occludes more than they should. Grouped the texture fetches together and clamp the ray at the border of the screen. Also add a few util functions.
2017-08-10Eevee: Refraction: Add "thickness" parameter.Clément Foucault
This enables to fake a second refraction event. This is great to simulate thin planar objects such as glass panels.
2017-08-10Eevee: Refraction: Make it available for opaque materials.Clément Foucault
Theses Materials are rendered after the SSR pass. The only difference with previous method is that they have a depth prepass (less overdraw) and are not sorted.
2017-08-10Eevee: Add Screen Space Refraction.Clément Foucault
For the moment the only way to enable this is to: - enable Screen Space REFLECTIONS. - enable Screen Space Refraction in the SSR parameters. - enable Screen Space Refraction in the material tab.
2017-08-10Eevee: LUT generation.Clément Foucault
We generate a 3D lut to precompute the btdf intensity. I decided to use a 64*64*16 (N dot V, ior, roughness) because the btdf varies less with roughness than with IOR. We also remap the ior to better use the space in the LUT.
2017-08-10Eevee: Add precomputed BTDF LUT.Clément Foucault
2017-08-07Merge branch 'blender2.8' of git.blender.org:blender into strand_editmodeLukas Tönne
2017-08-03Subdivision of hair fibers for smoother shading.Lukas Tönne
Subdivision works on the parent strands for efficiency. The fibers lengths are based on the final subdivided length of parents, so no changes to the shader are required. This would be nicer with a tesselation shader, but this feature is not available in Blender 2.8.
2017-08-03Use a 2D texture for the hair interpolation data instead of 1D for larger ↵Lukas Tönne
number of hairs. It turns out that 1D textures have the same size limit on their 1 axis as 2D textures. This limits the potential number of hair dramatically, even though the actual size of the texture is very small. Using a 2D texture and wrapping the index avoids this problem.
2017-08-02Moved the hair fiber shader from strand edit mode into Eevee.Lukas Tönne
This allows the shader to use proper lighting from the standard Eevee shaders. The code for interpolating hair strands is in a glsl library file to facilitate use in other engines later.
2017-07-31Eevee: Draw background after depth prepass.Clément Foucault
Reduce overdraw. 0.4ms goes to 0.01ms if background is completely occluded.
2017-07-25Eevee: SSR: Add support for planar probes.Clément Foucault
This add the possibility to use planar probe informations to create SSR. This has 2 advantages: - Tracing is less expensive since the hit is found much quicker. - We have much less artifact due to missing information. There is still area for improvement.
2017-07-24Eevee: HiZ buffer: Split into two 24bit depth bufferClément Foucault
This way we don't have float precision issue we had before and we save some bandwidth.
2017-07-24Eevee: SSR: Output ssr datas to buffers.Clément Foucault
Output in 2 buffers Normals, Specular Color and roughness. This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass.
2017-07-22Basic drawing code for hair edit mode in the new 2.8 draw engine system.Lukas Tönne
2017-07-18Eevee: Fix crash with transparency.Clément Foucault
2017-07-13Use explicit scene_layer variable name for public APISergey Sharybin
2017-07-13Always using full shading for eevee + sculpt modeCampbell Barton
Also disable for dyntopo & multires since its currently not supported.
2017-07-12DwM: Option to use final material over mode shadingCampbell Barton
Support using full material shading in sculpt & paint modes mode. Access 'Full Shading' from the display panel when in paint modes.
2017-07-11Eevee: Transparency: Fix crash when using transparent shadows.Clément Foucault
Fixes T52024
2017-07-11Eevee: Transparency: Add transparent Shadow method UI.Clément Foucault
2017-07-11Eevee: Transparency: Add support for Clip and Stochastic shadows.Clément Foucault
2017-07-11Eevee: Transparency: Add hide backside option.Clément Foucault
2017-07-11Eevee: Transparency: Add Alpha Blend mode.Clément Foucault
2017-07-11Eevee: Transparency: Add support for blend ADD and MULTIPLY.Clément Foucault
This introduces a new transparency pass. It bypass the radial distance encoding in alpha for the transparent shaders.
2017-07-11Eevee: Material: Code cleanup in order to add transparency support.Clément Foucault
2017-07-11Eevee: Add support for Alpha clip and Hashed Alpha transparency.Clément Foucault
Hashed Alpha transparency offers a noisy output but has the benefit of being correctly ordered. Noise can be attenuated with Multisampling / AntiAliasing.
2017-07-05Eevee: Volumetrics: Add settings.Clément Foucault
2017-07-05Eevee: Volumetrics: Add support for Position Coordinates.Clément Foucault
This enables texturing of the noise via procedural or baked textures. Note that it gets quickly really heavy.
2017-07-05Eevee: Volumetrics: Colored Transmittance support.Clément Foucault
Render the transmittance in another color buffer and apply it separatelly. It's a bit more slow because the upsample step needs to be done twice.
2017-07-03Eevee: Add support for volumetrics in node tree.Clément Foucault
Only volume scatter is implemented for now.
2017-07-03Eevee: Initial implementation of Volumetrics.Clément Foucault
2017-06-29Eevee: Remove Geometry shader usage for background.Clément Foucault
This fix the behaviour of the light path node that separates the probes background from the viewport background.
2017-06-29Eevee: Prepare support for future Anisotropic shading.Clément Foucault
2017-06-28Eevee: Refactor of shading code to be more modular.Clément Foucault
This will enable creating shading models more easily.
2017-06-28DwM: mesh data now only creates data thats usedCampbell Barton
Read from the GPUMaterial to find custom-data layers used for drawing. This resolves problem where having UV's would always calculate tangents causing noticeable slow down compared to 2.7x.
2017-06-28DwM: create eevee materials before the meshCampbell Barton
To know which custom-data layers will be needed in the mesh. No functional change yet.
2017-06-28GPU: split GPU_material_from_nodetree in twoCampbell Barton
Add GPU_material_from_nodetree_find to avoid having to construct other arguments which won't be used in the case the material is exists.
2017-06-26Hair UV implementation for EeveeLuca Rood
This implements UV support for Eevee hair, enabling the usage of textures.
2017-06-24Eevee: Planar reflection: Fix normal deformation for background pixels.Clément Foucault
Now it matches world cubemap perfectly.
2017-06-23Eevee: Planar Reflection: Fix precision issue near cliplane.Clément Foucault
The problem was that the depth prepass was using the clip plane but not the shading pass. During the clipping stage, the triangle is converted to a quad clipped to the given clip plane. But this introduce subtle changes in the depth when this new geometry is rasterized. Since the shading pass was using an EQUAL depth test, the depth values from the shading pass were not always equal to the depth prepass. Enabling clipping in the shading vertex shader has a too small impact to require a dedicated shader.
2017-06-23Eevee: Put pack AO parameters.Clément Foucault
2017-06-23Eevee: Fix OpenGl errors.Clément Foucault
Also assert if texture does not exists in draw manager. Keeping it sane.
2017-06-22Eevee: Ambient Occlusion: Initial implementation.Clément Foucault
Implement GTAO (Ground Truth Ambient Occlusion) which is a special case of Horizon Based Ambient Occlusion that is more physically accurate. Also add a bent normal option to sample indirect irradiance (diffuse lighting) with the least occluded direction.
2017-06-22Eevee: Improve material variation managment.Clément Foucault
- Unify variations between default shaders and material shader. - Only create default shader passes if needed. Downside is that we have a big array of passes and shading grp in the vedata ... And it will double in size each time a new variation flag is added.
2017-06-19Gawain API naming refactorCampbell Barton
Use consistent prefix for gawain API names as well as some abbreviations to avoid over-long names, see: D2678