Age | Commit message (Collapse) | Author |
|
|
|
|
|
Theses are garanteed by the depsgraph now.
|
|
|
|
Note: Some adjustments were made compared to the diff mainly for code
readability and made the default ball size 150px.
Reviewed By: fclem
Differential Revision: http://developer.blender.org/D4793
|
|
Was use by sculpt mode but that's not used anymore.
|
|
|
|
Workbench/Eevee now displays multiple multi-materials correctly.
Iterate over pbvh nodes when doing object iteration. This makes the
rendering process more streamlined and allow for using different materials.
This change will make possible to:
- Add culling pass of each pbvh leaf node. (speedup if zoomed on a small
area)
- Reduce number of lead node iteration.
- Reduce code complexity
|
|
PBVH drawing was used even in weightpaint/vertexpaint because both uses
the sculpt session.
|
|
- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0
samples means no AA, 1 sample uses FXAA and more samples will use
TAA.
The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing
method.
- Use TAA when rendering images. (this used to be CPU based FSAA)
- Removed `R_OSA` related settings.
Reviewers: fclem, brecht
Maniphest Tasks: T60847
Differential Revision: https://developer.blender.org/D4773
|
|
Only draw the depth buffer when overlays are enabled and scene
or view has changed.
When using Cycles in the viewport for every viewport draw call
the depth buffer was renewed. Draw calls happened when a sample
was finished or the status report was updated.
This could waist some CPU/GPU cycles. This change will check when
the depth buffer needs to be updated or when the last known depth
buffer could be reused.
Reviewers: brecht, fclem
Maniphest Tasks: T63525
Differential Revision: https://developer.blender.org/D4775
|
|
|
|
|
|
|
|
Make Lookdev works with bloom and TAA by rendering it before TAA and fixing
the motion vectors of the lookdev balls.
Rework Lookdev to remove much of its complexity. Use simpler matrices with
more understandable setup code.
|
|
Viewport now displays alpha checkerboard pattern like Cycles does when
film alpha is set to "Transparent".
Some small workarounds were necessary for Depth of Field and correct TAA
support.
|
|
|
|
This was changed in a previous commit to 1.0, but a value of 0.5 works better.
|
|
|
|
texture mode
There was an arbitrary size limit of 4 pixels.
|
|
This is a missing fix in previous commit of this task.
|
|
|
|
The value of the z-depth was too high. Now the value is valid for perspective and orthographic view.
|
|
This is a previous step to move away the derived frame logic to be used in edit modes.
|
|
|
|
Display sculpt mesh if there is a sculpt session.
|
|
|
|
This was cause by the SSS energy being lost when using SSRefraction. Also the mix
shader did not merge the discarded SSS light into the radiance.
|
|
The culing still seems to be off but at least it is enabled now.
|
|
appear in front of Reference Images
In orthographic, the z-depth was wrong.
|
|
When solid mode is enabled, but Texture mode is disabled, the color of the stroke must not use the texture.
|
|
The offset added allows to generate a vector to determine direction. This direction will be used when rotate the object to rotate texture.
The solution is not 100% perfect, but it's far better that having an unpredictable rotation.
|
|
Before this options was only available to Dots mode.
|
|
Currently it is not possible to view the vertex colors of an object. To
optimize the workflow, workbench will need to support Vertex Colors.
The Vertex Colors is a new option in `shading->color_type`. When objects
do not have vertex color, the objects will be rendered with the
`V3D_SHADING_OBJECT_COLOR`.
In order to support vertex colors in workbench the current texture/solid
shading structure is migrated to a primary shaders and fallback shaders.
Fix: T57000
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D4694
|
|
Some GLSL compilers seem to not have problems with \ to break preprocessor
directives. I couldn't find other places with similar code, but fixing this
case by case is not ideal and the same issue may come up again.
|
|
Comments after code can cause awkward line breaks.
|
|
If you had several windows or, after last changes in topbar, several areas, the swith of overlays or Onion Skin was not working by area, but as whole switch, so it was impossible to have different status by window.
|
|
This was already supported in Fill, but not in Strokes. This adds more artistic options when use textured strokes.
|
|
|
|
The strokes was aligned to drawing path only when the stroke was completed. Now, the stroke is aligned while drawing too.
|
|
|
|
|
|
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
|
|
Outline shaders were only selected when no checker depth was available.
Reviewed By: fclem
Maniphest Tasks: T63312
Differential Revision: https://developer.blender.org/D4661
|
|
|
|
Was caused by a NULL texture used as uniform.
|
|
I'm not sur how it ever worked before. There was no texture bound to these
sampdensity and sampflame when no volume simulation was happening.
This fixes the issue using 1x1x1 dummy textures.
|
|
This commit adds support for drawing Dots strokes with a gradient factor to get artistic effects like watercolor.
Currently, the option is only supported by Dots materials, and in the future will be added to line strokes, but now there is a limitation on drawing engine and we will keep disabled on Line materials.
Also, added the option to align Dots and Boxes strokes textures aligned with the drawing path to get more fluid strokes.
|
|
|
|
instanced in a foreign scene.
The check of DUPLI object was used, but as the original object was not in the scene, the VBO data was not available and the draw was empty.
Now, the function checks if the original data is in the scene, and set the object as not Dupli to generate the VBO data.
|