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2019-01-11Workbench: Support node texture "closest" interpolation optionClément Foucault
This makes it possible to paint pixel art using the workbench. Cubic interpolation is not supported but could be added if needed.
2018-12-17Workbench: Fix srgb texture not being color managed in texture color modeClément Foucault
2018-12-03Workbench: Reduce VRAM usage depending on modeClément Foucault
We exploit the fact that we are using the metallic workflow for material and pass the metallic parameter instead of the specular color. Pack the front facing bit in the color buffer only for matcap display. Change buffer formats to use less bytes as possible. Also don't request buffers that we won't use. Saved 40MB on 2K screen on StudioLight + Shadows + Specular Lighting. Includes several cleanups.
2018-11-28Workbench: Change Studio lightingClément Foucault
This is in order to have more flexible ligthing presets in the future. The diffuse lighting from hdris was nice but lacked the corresponding specular information. This is an attempt to make it possible to customize the lighting and have a cheap/easy/nice-looking pseudo-PBR workflow. * Add cheap PBR to Workbench with fresnel and better roughness support. This improves the look of the metallic surfaces and is easier to control. * Add ambient light to studio lights settings: just a constant color added to the shading. * Add Smooth option to studio lights settings: This option fakes the effect of making the light bigger making the lighting smoother for this light. Smoother lights gets reflected like a background hdri. * Change default light settings to include the smooth params. * Remove specular highlights from flat shading. (could be added back but how do we make it good looking?) * If specular lighting is disabled, use base color without using metallic. * Include a lot of code simplification/cleanup/confusion fix.
2018-07-31Workbench: Correct ifndef after recent changesSergey Sharybin
Usage of matcap image uniform had different ifdef than definition of that uniform. Assuming the usage was correct, and the definition needed an update. Prevents shader from compilation failure and from aborts in debug builds.
2018-06-29Workbench: Transparent texturesJeroen Bakker
Worknemch now supports transparent textures. As the main engine is a deferred shading only a cutoff is supported (draw or don't draw this pixel)
2018-06-29Workbench: Removed MaterialData UBOJeroen Bakker
Most of the times the materials differ due to the object_id. This was an overhead and resulted in instabilities on Intel graphical cards. This commit will revert the Material Data UBO and replace it with normal uniform.
2018-06-29Merge branch 'master' into blender2.8Campbell Barton
2018-06-21T55570: Moved Texture drawtype as to shading popoverJeroen Bakker
the use of the texture drawtype is limited. so who should we have it this prominent on the screen. By adding it as a shading.color_type option we should save some screenspace.
2018-06-10Workbench: Xray: Make nearest surfaces more clearClément Foucault
By using equation 7 from the paper, we make the surfaces nearest to the viewpoint appear more "opaque". This gives better sense of ordering than the previous weighting function that was really not doing anything.
2018-06-10Workbench: Xray: Optimize and fix implementation.Clément Foucault
There was a method explained in the Weighted Blended Order-Independent Transparency paper to support hardware that does not support per render target blending function. So now only 2 geometry passes are required instead of 3 (one being the outline/depth fill pass). This also fix how the blending is done. There was some premult confusion in the implementation.
2018-06-10Fix T55423: GLSL compilation error Flat + XRayJeroen Bakker
2018-06-09Workbench: Fix material compilation.Clément Foucault
2018-06-09Workbench: Fix xray normal not being normalized.Clément Foucault
2018-06-09Workbench: Matcaps: Fix matcap under perspective.Clément Foucault
This fixes the problem that matcaps have when using a very larg FOV in perspective view. This was because it was stupidly using the normal direction which can not aligned with the view vector under perspective. So to workaround this problem we don't use the normal as is, but compute how much it's facing the camera. This changes how matcaps looks in perspective because they now always use the full range of the matcap (which is expected).
2018-06-09Workbench: Fix incident vector calculation.Clément Foucault
This fixes specular in perspective view.
2018-06-05Workbench: Matcaps T55291Jeroen Bakker
- users can use their own matcaps .config/blender/2.80/datafiles/studiolights/matcap/ folder - upto 100 matcaps can be loaded - color of the matcap is influenced by the color of the material/single color etc. To show the plain matcap use single color at 1.0 - chosing a matcap is at lighting level (flat/studio/matcap) - matcap only possible in solid mode - also works for X-Ray mode As the old matcaps are still in used by the clay engine I didn't remove it yet.
2018-06-03Workbench: Rework hair support.Clément Foucault
Now hairs are shaded properly in workbench and support texturing. I also added a 10% random normal direction per hair to have a bit more variation in the shading. This is hardcoded for now.
2018-06-01X-Ray: Added a slider for the alphaJeroen Bakker
- will not render when set to 0.0 for speed reasons. so when user sets transparency to hide everything the bigger passes will be skipped.
2018-06-01Workbench: Material specific settings for the specularJeroen Bakker
- Uses the roughness setting of the basic eevee material - renamed gloss_mir to roughness - set default of roughness to 0.25 - renamed ray_mirror to metallic - cleaned up material rna (BI mirror struct) - use BLINN phong model - normalize incoming/outgoing specular light - when using camera oriented studiolight, the SolidLight will be used for specular highlights - EXPERIMENT: when in world oriented studiolight only the shadow direction will be used. - change the settings of the internal light to make scenes more readable
2018-05-30Removed Object color from workbench. Added Highlights to FLAT shading.Jeroen Bakker
2018-05-30Workbench: Specular HighlightsJeroen Bakker
Added specular highlights for: - Solid studio shading - Texture studio shading
2018-05-24Workbench: define to enable/disable revealage buffer.Jeroen Bakker
2018-05-24Workbench: Revealage bufferJeroen Bakker
2018-05-23Workbench: See throughJeroen Bakker
Unmultiplied the final color during compositing. Same as the revealage buffer would do Also use the DRW_STATE_ADDITION_FULL as it is aware of premultiplied colors
2018-05-22Workbench: SeeThroughJeroen Bakker
added a fresnel effect TODO: solve memory leak
2018-05-22Workbench: SeeThrough draw optionJeroen Bakker
Option to see through all meshes (transparency) Works for OB_SOLID and OB_TEXTURED. Does not work for V3D_SHADING_SHADOW. TODO: Fresnel effect