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2020-02-21EEVEE: Render PassesJeroen Bakker
This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
2019-10-16Fix T70249 EEVEE: Light bleeding on SSS translucencyClément Foucault
This was caused by 2 things: Shadow map bias and aliasing. It made the expected depth of the shadowmap further than the surface itself in some cases. In normal time this leads to light leaking on normal shadow mapping but here we need to always have the shadowmap depth above the shading point. To fix this, we use a 5 tap inflate filter using the minimum depth of all 5 samples. Using these 5 taps, we can deduce entrance surface derivatives and there orientation towards the light ray. We use these derivatives to bias the depth to avoid wrong depth at depth discontinuity in the shadowmap. This bias can lead to some shadowleaks that are less distracting than the lightleaks it fixes. We also add a small bias to counteract the shadowmap depth precision.
2019-09-07EEVEE: Shadows: Fix incorrect shadowing near point lights sourceClément Foucault
2019-09-05Eevee: Shadow map refactorClément Foucault
Reviewed By: brecht Differential Revision: http://developer.blender.org/D5659
2019-08-14Cleanup: move trailing comments to avoid wrapping codeCampbell Barton
Some statements were split across multiple lines because of their trailing comments. In most cases it's clearer to put the comments above.
2019-06-14Eevee: Fix Contact shadows with Translucent BSDFClément Foucault
2019-06-14Fix T65647 EEVEE: Contact shadows "Softness" settings darkens objectsClément Foucault
This was commited by mistake.
2019-06-04Eevee: Merge shadow map processing into one drawcall per lightClément Foucault
This removes a lot of framebuffer configuration and binding.
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
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
2019-02-27Cleanup: file rename lamp -> lightCampbell Barton