Age | Commit message (Collapse) | Author |
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This is using the GGX probe as background. This has the drawback of
having the resolution choosed in the indirect lighting setting.
The blurring is not really high-quality.
The pros is that it has a simple implementation and is fast to evaluate.
This patch also fades the background alpha to make overlay engine draw the
default background color in the correct color space. Removing one colorspace
hack.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D6895
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Add option to change the Intensity of the HDRI in the 3d viewport. This works for both EEVEE and Cycles
Reviewed By: brecht, fclem
Differential Revision: https://developer.blender.org/D5674
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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 was due to environement not being rendered with alpha blending. So
color was still written and contributed to the final render color. Now
we multiply by background alpha so that it removes any background pixels
intensity.
For this reason this made the (incorrect) final premult unecessary.
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Now it matches world cubemap perfectly.
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- Use uniform color world for the world probe.
- Refactored the Fresnel expression to be better with Area Lights.
- Squared the roughness for default materials.
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