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2017-11-06Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: intern/cycles/device/device.cpp source/blender/blenkernel/intern/library.c source/blender/blenkernel/intern/material.c source/blender/editors/object/object_add.c source/blender/editors/object/object_relations.c source/blender/editors/space_outliner/outliner_draw.c source/blender/editors/space_outliner/outliner_edit.c source/blender/editors/space_view3d/drawobject.c source/blender/editors/util/ed_util.c source/blender/windowmanager/intern/wm_files_link.c
2017-11-06Eevee: Remove uses of DRW_shgroup_call_dynamic_add_empty in shadows and ↵Clément Foucault
probe rendering. This was adding an unecessary high number of DRWCall per objects.
2017-11-06DRW: Use pseudo persistent memory pool for the rendering data structure.Clément Foucault
This gets rid of the bottleneck of allocation / free of thousands of elements every frame. Cache time (Eevee) (test scene is default file with cube duplicated 3241 times) pre-patch: 23ms post-patch: 14ms
2017-11-06Fix T51604: Support Auto-Smooth in Edit-MeshGermano
and allocate loop_normals in MeshRenderData instead of CustomData Differential Revision: D2907
2017-11-01Eevee: Fix Black volumetrics.Clément Foucault
Was caused by a division by 0.
2017-11-01Eevee: Fix crash when using only 1 viewport sample + volumetricsClément Foucault
2017-11-01Eevee: Fix refraction & alpha blend object disapearingClément Foucault
2017-11-01Eevee: Remove unecessary planar_minmaxzClément Foucault
2017-11-01Eevee: Do not allocate minz buffer.Clément Foucault
It's not needed for now.
2017-11-01Eevee: SSR: Use max lod on planar reflections.Clément Foucault
2017-11-01Eevee: Fix Bad AO on opaque refractive geometry.Clément Foucault
2017-11-01Eevee: Effects: Split each effect in it's own file.Clément Foucault
This also: - make sure to only compile the shader needed by the active effects. - same thing for the shading groups. - disable TAA if motion blur is active (avoid infinite refresh).
2017-11-01Draw Manager: Fix crash when trying to order an empty shading group.Clément Foucault
This fix crash when using only the volume output with an alpha blend material
2017-11-01Eevee: Silence warningClément Foucault
2017-10-31Mesh Auto-Smooth Split Normal SupportGermano
From D2906 with few changes
2017-10-30Draw Manager: re-enable edit-mesh text overlaymano-wii
2017-10-28Eevee: Volumetric: Fix Sun lamps not working.Clément Foucault
2017-10-27Eevee: Volumetrics: Support Smoke simulation textures.Clément Foucault
It should behave like cycles. Even if not efficient at all, we still do the same create - draw - free process that was done in the old viewport to save vram (maybe not really the case now) and not care about simulation's GPU texture state sync.
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: Volumetrics: Request aditional frames when no TAA is enabled.Clément Foucault
2017-10-27Eevee: Volumetrics: Add volumetric support to alpha blended meshes.Clément Foucault
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.
2017-10-27DRW: Add 3D texture support.Clément Foucault
2017-10-26Move background images into the cameraCampbell Barton
This moves background images out of the 3D viewport, to be used only as camera reference images. For 3D viewport references, background images can be used, see: D2827 Some work is still needed (background option isn't working at the moment).
2017-10-25Eevee: Fix T53095: Black cube on start and no material updatesClément Foucault
This was caused by a not bound unused texture. Removing the texture usage fixes the problem.
2017-10-16Workspace: Move engines to workspace and Properties Editor cleanupDalai Felinto
Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
2017-10-12Eevee: Contact Shadows: Fix remaining artifacts.Clément Foucault
There was noise correlation between the rotation random number and the radius random number used in the contact shadow algo. Hacking a new distribution from the old distribution (may not be ideal because it's discrepency may be high) Also distribute samples evenly on the shadow disc. (add sqrt) Fix the "bias floating shadows", was cause by the discarding of backfacing geom which makes no sense in this case.
2017-10-12Object Mode: Grid: Add a non-hard depth test.Clément Foucault
This adds a custom depth test that have the benefits to glitch less and be more visually pleasing. Downside is that it let the grid pass trough the objects a little. This effect is done in NDC space so that it counteract the logarithmic depth distribution imprecision (read as it's less visible near the camera but more present far away). This patch also includes some cleanups.
2017-10-11Eevee: Probe: Add Cubemap Resolution option.Clément Foucault
2017-10-11Eevee: Fix light grid being rendered after delete.Clément Foucault
2017-10-11Eevee: Fix TAA color drifting.Clément Foucault
This was caused by small float precision being insuficient. The blue component of R11F_G11F_B10F has lower precision than the other 2 components. This resulted in colors drifting towards a yellowish tone. Using RGBA16F for the concerned buffer. This double the memory usage of the framebuffers and add subsequent bandwidth usage.
2017-10-11Eevee : Add a workaround for bug with AMD RX VEGA Linux + Mesa DriverClément Foucault
This bug (explained here https://github.com/dfelinto/opengl-sandbox/blob/downsample/README.md) is breaking eevee beyond the point it's workable. This patch workaround the issue by making sure every fbo have mipmaps that are strictly greater than 16px. This break the bloom visuals a bit but only for this setup.
2017-10-11Eevee: Fix hashed and alpha clip transparency.Clément Foucault
2017-10-11Eevee : SSR : Fix incorrect framebuffer issue.Clément Foucault
It was cause by a texture without mipmap levels.
2017-10-08Eevee: Fix bad defines for volumetric shadowingClément Foucault
2017-10-08Gawain: Make common uniforms become builtinsClément Foucault
This improves eevee's cache performance by 13% in my test.
2017-10-07Cleanup: style, duplicate includesCampbell Barton
2017-10-07Eevee: Shadows: Add Contact ShadowsClément Foucault
This add the possibility to add screen space raytraced shadows to fix light leaking cause by shadows maps. Theses inherit of the same artifacts as other screenspace methods.
2017-10-07Eevee: Modify the raycast function to be more flexible.Clément Foucault
Make quality a parameter, and modify the ray end to be premultiplied so that the raytrace is done on a range. This is in order to add contact shadows.
2017-10-05Draw manager: Avoid unneeded memory malloc/free when attempting to create ↵Sergey Sharybin
missing uniform
2017-10-04Eevee : Fix T52991Clément Foucault
2017-10-03Eevee: Some changes to the Render / Render layers settings panel.Clément Foucault
- Separate the Post Processes settings into sub panel. - Rename "Viewport Anti-Aliasing" to sampling & super-sampling as it also reduce the noise of other effects. - Remove Temporal Anti-Aliasing toggle and make it always active unless the number of samples is 1.
2017-10-03Object Mode : Fix probe paralax display.Clément Foucault
2017-10-03DRW: Fix Feedbackloop warning.Clément Foucault
2017-10-02Eevee : Fix grid black fill.Clément Foucault
2017-10-02Gawain : Add workaround to fix bad sync of the program_in_use flag.Clément Foucault
2017-10-02Eevee : Fix ghosting from probe data when toggling "only render".Clément Foucault
2017-10-02Eevee : SSR : Make sure to not apply Specular Occlusion to SSR.Clément Foucault
This makes the metals shine more. Previous behaviour was not correct.
2017-10-02Eevee : Probe Grid : Fix Update tagging.Clément Foucault
2017-10-02Eevee : Probe Cubemap : Fix Broken Display data.Clément Foucault