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2019-01-29Workbench: Make Material transparency part of the rgba color pickerClément Foucault
It is only used for solid mode for now but could be used by eevee in the future.
2019-01-29Workbench: Opti: Only request OIT buffers if neededClément Foucault
2019-01-29Workbench: Support transparency from object color alphaClément Foucault
Support the alpha channel use of the object color in solid mode. The Transparency effect is still using the Xray algorithm and not true Alpha blending.
2019-01-29Workbench: Add "Shadow" factor to XrayClément Foucault
This just maintain more parity accross the 2 visuals. Note that this is not "real shadowing" just the facing factor shadowing.
2019-01-29Workbench: Add transparency support for materialsClément Foucault
This adds the posibility of having certain materials transparent in solid mode. The option is (for now) per material only and thus only shows in material color mode. This uses the same rendering technique as Xray mode. Note that objects are not considered transparent for selection with this.
2019-01-29Workbench: Depth Of Field: Improve noise and Large radiusClément Foucault
- Add noise to remove undersampling artifact - Create 2 mipmaps to the scene color buffer in order to have bigger blurs - Replace blur2 with a 3x3 median filter that doesn't dilate the highlights - Use temporal accumulation to remove noise For some reason all of this exacerbate some bleeding issues happening on far foreground elements from near foreground elements. The actual problem was already happening before but was not really noticeable. It needs some more work to be fixed.
2019-01-27Fix T60908: crash in workbench render after DoF changes.Brecht Van Lommel
2019-01-26Cleanup: draw manager headersCampbell Barton
2019-01-25Workbench: Depth Of Field: OptimisationClément Foucault
- Compute samples positions on CPU. - Use 3x3 Box blur instead of 2x2. - Implement bokeh parameters. With this commit, dof performance is almost negligeable. The quality is a bit lower than before but can be improve. Also now big Circle of confusion are supported (up to 200px). Cost is ~1.25ms on AMD Vega with a 2560p viewport than full HD and pretty shallow depth of field. Coc downsampling and dilation is not used anymore for now (commented).
2019-01-25Workbench: Depth Of Field: Initial CommitClément Foucault
The algorithm used is borrowed from : http://tuxedolabs.blogspot.com/2018/05/bokeh-depth-of-field-in-single-pass.html This makes it possible to have a decent blur for foreground over defocused background in one pass only. The algorithm is using a gather approach that is much faster than the scatter approach used in Eevee. This makes it possible to have custom bokeh shapes (not implemented yet) which would be impossible with a separable gaussian technique. The blur is done in 2 steps. The first one define the shape of the bokeh and the second that fill the undersampling. A downsample max-CoC tile texture speed up the gathering process.
2019-01-24Cleanup: add missing braces to draw managerCampbell Barton
2019-01-24DRW: support clipping for object outlines (unselected)Campbell Barton
2019-01-23Cleanup: comments above struct members, shader group assignmentsCampbell Barton
Avoid using pointer to pointer when building shader groups.
2019-01-233D View: draw clipping regionCampbell Barton
Only for workbench solid/wire modes.
2019-01-23Cleanup: use eGPU prefix for GPU enum typesCampbell Barton
2019-01-23Cleanup: add BEGIN/END to GPL headersCampbell Barton
2019-01-21Fix clipping shaders with some AMD/Intel driversCampbell Barton
Caused: error: unsized array index must be constant Use hard coded number of clipping planes, copying the 4th to 5 & 6 when only 4 are used.
2019-01-21DRW: Support edit-mesh clippingCampbell Barton
2019-01-213D View: add back initial clipping supportCampbell Barton
Use clipping for workbench solid mode drawing. Other modes & shading support still needs to be added.
2019-01-15Cleanup: rename BASE_FROMDUPLI -> BASE_FROM_DUPLICampbell Barton
Matches `BASE_FROM_SET`.
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.
2018-12-27Cleanup: styleCampbell Barton
2018-12-21Workbench: Fix crash when using more than one metaballClément Foucault
Was caused by recent change in logic
2018-12-21Fix inconsistent/broken Cycles object visibility for instances.Brecht Van Lommel
Object visibility is now handled by the depsgraph iterator, but this API was incomplete as it made no distinction for visibility of the object itself, particles and generated instances. The depsgraph iterator API now includes information about which part of the object is visible, and this is used by Cycles to replace the old custom logic. Cycles and EEVEE visibility should now be consistent, which unfortunately does means some subtle compatibility breakage for both. Fixes T58956, T58202, T59284. Differential Revision: https://developer.blender.org/D4109
2018-12-213D View: add object color drawing optionCampbell Barton
Has some advantages over existing options. - Using material links color to rendering with no way to vary colors if objects share a material. - Random gives no control, objects may randomly have the same color, duplicating an object often changes it's color.
2018-12-21Workbench: Fix wrong TEXTURE_DRAWING_ENABLED check and rework drawing logicClément Foucault
This makes the code easier to follow. Batches are now assumed to be not NULL as the request system garatees it.
2018-12-19DNA: move back-face culling to shading popoverCampbell Barton
Overlay options shouldn't be used when overlays are disabled. Move to shading popover, reported as T58070.
2018-12-18Workbench: Fix crash when sculpting with a multi material meshClément Foucault
2018-12-17Mesh Batch Cache: Port Texture paint batches to new batch requestClément Foucault
2018-12-17Mesh Batch Cache: Optimization & Refactor shaded surface supportClément Foucault
This now only upload data per loops to the GPU, making use of index buffer to draw polygon. This make use of the vertex cache, speed up renders and saves a lot of vram. Update performance is also slightly faster and can even be improved further by updating only uvs or vcol independently. This commits breaks texture paint batches. It will be added back in another commit.
2018-12-05Fix In front option not working in solid modeClément Foucault
2018-12-05Fix T58764: solid mode errorClément Foucault
2018-12-05Workbench: Cleanups and reduce shader variationsClément Foucault
Also optimize deferred engine by only outputing material data if needed. This make the bare flat shading mode (no effects) only a depth prepass.
2018-12-05Workbench: Fix workbench broken on some config due to usuned fb slotClément Foucault
This seems to be a driver bug. Only windows + Radeon HD 7500M seems to be affected. Fix can be extended to more config if necessary.
2018-12-05Workbench: Remove unused framebuffer slot.Clément Foucault
2018-12-03Workbench: Encode Roughness and metallic into 8bitsClément Foucault
This reduces the bandwidth + vram usage of workbench even further.
2018-12-03Workbench: Make object ID pass optionnalClément Foucault
We separate the background and foreground shading passes to be able to make the object id pass optionnal if we don't need it. This saves a bit more memory. Also not clearing all rendertargets saves some GPU time too.
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.
2018-12-01Workbench: Don't use alpha channel if not doing renderClément Foucault
Lower Vram usage a bit
2018-11-30Workbench: Add Shadow Focus and change Shadow OrientationClément Foucault
Shadow focus let the user choose how hard are is the shadows transition. Harder shadow transition can be used for stylistic effects or more uniform shading. Make shadow orientation respect the same orientation as the studio light (view from +Y direction aka. front view). Make the default shadow direction more similar to the default light position (the default light object, not the default studio lighting).
2018-11-30Workbench: Cleanups & SimplificationsClément Foucault
* Move the curvature computation to the cavity pass: One can argue it's not the best performance wise (it gets a tiny perf pernalty if it is done alone without the ssao), but it make the code cleaner and reduce considerably the number of shader variation possible. * Lower shader variation to 2^8 instead of 2^12
2018-11-29Workbench: Rename orientation to type and Camera studio light to StudioClément Foucault
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.
2018-11-26Fix T57930 : Wrong hair shading in particle edit modeClément Foucault
Implement strand selection visualisation but without any shading. I think this is not the overlay job to draw the strands shaded. We can already view the children strands shaded for now but we might add an option to draw the shaded strand instead of (or in addition to) the guide strand.
2018-11-26Viewport: implement hiding faces in paint modes.Alexander Gavrilov
In 2.79 hiding works in paint modes with selection enabled, so it is a missing feature. This implements it in texture paint overlays and in workbench base shading. Reviewers: fclem Differential Revision: https://developer.blender.org/D3989
2018-11-26Workbench: Add Curvature overlay for better visibility of surface detail for ↵Lukas Stockner
e.g. sculpting The approach is fairly simple, just apply an edge detection filter to the view normal and scale the brightness based on that. The overlay is disabled at object boundaries to avoid dark lines around objects. Generally, this implementation follows the proposal of @monio at https://blender.community/c/rightclickselect/J9bbbc. The changes are: - Dynamic filter radius (on high-DPI displays, a radius of two is used) - Options to reduce the strength of both ridges and valleys - Tweaked function for the strength reduction (the original method actually had a local maximum, resulting in a brighter line inside valleys) - Multiplication for blending instead of overlay, which doesn't work reliably with scene-referred intensities - Renamed to point out the distinction between it and the SSAO-based cavity overlay Reviewers: jbakker Reviewed By: jbakker Subscribers: billreynish, manitwo, linko, monio Differential Revision: https://developer.blender.org/D3617
2018-11-19Studio Lights: Big CleanupsClément Foucault
* Less Lengthy enum/macro names. * Optimize computation of Spherical Harmonics. * Reduce radiance cubemap size a bit. Higher resolution is not necessary. * Remove STUDIOLIGHT_LIGHT_DIRECTION_CALCULATED (was not used). * Do windowing on each component separately instead of using luminance. * Use ITER_PIXELS to iterate on each pixels, using pixel center coords. * Remove gpu_matcap_3components as it is only needed when creating the gputex. * Fix a lot of confusion in axis denomination/swizzle. These changes should not affect functionallity.
2018-10-26Workbench: Fix shadows on macOSClément Foucault
2018-10-09DRW: Fix volume visibility when object draw type is wire or bboxClément Foucault
2018-10-08Cleanup: use DRW_object_is_* for object checksCampbell Barton
Also use const qualifier for object's.