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2020-03-18Volumes: add render settings for volume datablockBrecht Van Lommel
* Space: volume density and step size in object or world space * Step Size: override automatic step size * Clipping: values below this are ignored for tighter volume bounds The last two are Cycles only currently. Ref T73201
2020-03-18Objects: Eevee and workbench rendering of new Volume, Hair, PointCloudBrecht Van Lommel
Only the volume drawing part is really finished and exposed to the user. Hair plugs into the existing hair rendering code and is fairly straightforward. The pointcloud drawing is a hack using overlays rather than Eevee and workbench. The most tricky part for volume rendering is the case where each volume grid has a different transform, which requires an additional matrix in the shader and non-trivial logic in Eevee volume drawing. In the common case were all the transforms match we don't use the additional per-grid matrix in the shader. Ref T73201, T68981 Differential Revision: https://developer.blender.org/D6955
2019-08-01Cleanup: misc spelling fixesCampbell Barton
T68035 by @luzpaz
2019-06-06Fix T63701 Eevee: High Volumetric end distance darkens the imageClément Foucault
2019-05-17Cleanup: Eevee: Remove custom volumetric matrixClément Foucault
This was the same as using the inverse obmat.
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
2018-01-22Eevee: Put all constant uniforms in a global UBO.Clément Foucault
This is an optimization / cleanup commit. The use of a global ubo remove lots of uniform lookups and only transfert data when needed. Lots of renaming for more consistent codestyle.
2017-10-27Eevee: Volumetrics: Add Volume object support.Clément Foucault
This is quite basic as it only support boundbing boxes. But the material can refine the volume shape in anyway the user like. To overcome this limitation, a voxelisation should be done on the mesh (generating a SDF maybe?) and tested against every volumetric cell.
2017-10-27Eevee: Overhaul the volumetric system.Clément Foucault
The system now uses several 3D textures in order to decouple every steps of the volumetric rendering. See https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite for more details. On the technical side, instead of using a compute shader to populate the 3D textures we use layered rendering with a geometry shader to render 1 fullscreen triangle per 3D texture slice.
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.
2017-07-06Eevee: Volumetrics: Avoid light leaking if last step is going trough geometry.Clément Foucault
2017-07-05Eevee: Volumetrics: Add Light contribution clamping.Clément Foucault
This avoid too much variance at light centers and remove some noise.
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.
2017-07-05Eevee: Volumetrics: Match cycles scattering.Clément Foucault
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