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2018-11-20Cleanup: style, unusedCampbell Barton
2018-11-19Image Empties: Option to not display the backside of image emptiesJacques Lucke
Reviewers: brecht Differential Revision: https://developer.blender.org/D3964
2018-11-19Workbench: Use non-negative lighting evaluationClément Foucault
This makes the lighting a bit more diffuse but don't produce negative values. Add a bias of 1.5f to make the lighting a bit more directionnal. The implementation is based on: https://github.com/kayru/Probulator/blob/master/Source/Probulator/SphericalHarmonics.h#L136 which is derived from: http://www.geomerics.com/wp-content/uploads/2015/08/CEDEC_Geomerics_ReconstructingDiffuseLighting1.pdf The shader implementation is optimized and has the same runtime cost as previous method: * no sh eval : 0.13ms * prev sh eval : 0.14ms * new sh eval : 0.22ms * new sh eval opti : 0.14ms
2018-11-19Workbench: Performance: Fix performance drop caused by specular lightingClément Foucault
In my test, the composite pass went from 1.52ms to 0.24ms when specular lighting is enabled.
2018-11-19DRW: Make profiling more precise on certain drivers.Clément Foucault
This makes the whole rendering slower (because of sync point) but the numbers displayed by the draw manager profiler is more precise on some buggy drivers. They seems to issue the query before the last one ends.
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.
2018-11-19EEVEE: Cleanup: default_world_frag.glslmano-wii
2018-11-19EEVEE: Cleanup remove unused shader.mano-wii
2018-11-19Cleanup: styleCampbell Barton
2018-11-18Fix T57835: Textured-fill layer opacity not workingAntonioya
This was an unsupported feature.
2018-11-17Fix T53750: Mirrored UV have bad tangent spaceClément Foucault
I feel silly because it was my fault all along! (see the WATCH IT warning)
2018-11-17DRW: Fix object wire appearing when object is drawn as boundsClément Foucault
2018-11-17Cleanup: styleCampbell Barton
2018-11-17Cleanup: correct const usageCampbell Barton
2018-11-17Draw Manager: Fix memory leakmano-wii
2018-11-16Eevee: SSR: Only fade based on reflected pixel positionClément Foucault
Not on reflector pixel position. This improve the feel of SSRs and the final render quality.
2018-11-16Fix crash when rendering a scene first and then goes to eevee preview modes ↵mano-wii
and cleanup The crash only occurs with Intel 3rd generation GPUs. It occurs because the program needs to be used at least once in the opengl context in which it is created.
2018-11-16Cleanup: removes unused varyingsmano-wii
2018-11-16Minor edits in `effect_ssr_frag.glsl`mano-wii
2018-11-16Cleanup: remove unused variablemano-wii
2018-11-16Edit Mesh: Fixes display of custom normalsClément Foucault
Should fix T57620
2018-11-16Edit Mesh: Improve mesh cage drawing / fix errors and cleanupClément Foucault
* Fixes vertices with bad coloring. Now vertices draw with depth write so they occlude the underlying face geom overlay, avoiding double drawing the vertex. * Decrease the z_offset of edges so they don't poke too much through geometry. Also delete this offset in ortho view. * Add zoffset to active and selected vertices so they always draw on top if they overlap a non selected vertex. * Fix alpha of edge_fix in vertex selection mode
2018-11-15Eevee: Add Filter Quality settingClément Foucault
This setting can be tweaked to improve glossy reflection cubemaps. It increases the sample count for each roughness level. This settings affect the lookdev mode quality as well.
2018-11-15Eevee: Add Glossy Reflection clampingClément Foucault
This enables reducing the noise comming from very bright light sources (like a sun) that can be found in distant HDRIs. The lost energy may be replaced manually by a sunlight that compensate the this loss. This clamping only concerns Reflection Cubmaps and is done on all on all of them. Setting to 0.0 disables it (default).
2018-11-15Eevee: Add irradiance smoothingClément Foucault
This is a parameter that will make the interpolation between irradiance cells of a same Irradiance Volume smoother, reducing the weight of the light leaking correction factors. It is usefull in some cases to avoid harsh lighting transition that can happen when a sample point it near a surface.
2018-11-15Eevee: Irradiance Grid: Make the influence shape corners roundClément Foucault
This makes it easier to add corrective light grids without having ugly blending corners revealing the shape of the grid bounds.
2018-11-15Eevee: Cleanup & small optimizationClément Foucault
2018-11-15Eevee: Add Light Threshold valueClément Foucault
This is an important change. Starting from now, all lights have a finite influence radius (similar to the old sphere option for BI). In order to avoid costly setup time, this distance is first computed automatically based on a light threshold. The distance is computed at the light origin and using the inverse square falloff. The setting can be found inside the render settings panel > shadow tab. This light threshold does not take the light shape into account an may not suit every case. That's why we provide a per lamp override where you can just set the cutt off distance (Light Properties Panel > Light > Custom Distance). The influence distance is also used as shadow far clip distance. This influence distance does not concerns sun lights that still have a far clip distance. --- This change is important because it makes it possible to cull lights an improve performance drastically in the future.
2018-11-15Eevee: Optimisation: Bypass light power calculation when not neededClément Foucault
This makes quite a big improvement in my case 1.8ms vs 2.3ms for a single area light. This will make even more difference with light attenuation.
2018-11-15Eevee: Cleanup: Fix wrong sun area light power calculationClément Foucault
2018-11-15Eevee: Make sun power match cycles better.Clément Foucault
I made an empirical test with a 100% diffuse sphere and manually tweak the lighting power of a sun lamp trying to fit cycles and eevee the best I can. Then I plotted the result and found a rough fit to the equation and that seems to work pretty well.
2018-11-15Cleanup: Double semicolon at the end of lineSergey Sharybin
2018-11-14Cleanup: correct flag comparisonsCampbell Barton
Also use smaller types for shading data.
2018-11-14Lamps: Remove HEMI light typeClément Foucault
This type is not supported by either Eevee or Cycles. If other types of lamps are needed by external engines, we should support adding custom types.
2018-11-13Fix T57708: Crash on Eevee rendering with SSR enabled.mano-wii
Intel does not like dead code. The driver for `Intel HD Graphics 4000` crashes in these cases.
2018-11-13GP: Don't calculate fast drawing when playingAntonioya
2018-11-13GP: Remove redundant texture attachmentAntonioya
2018-11-13Workbench: Volume: Fix slice display opacityClément Foucault
2018-11-12Workbench: Volumes: Fix volumetrics step length calculationClément Foucault
Step size is now one voxel diagonal. Fix T57678 Culling of smoke depending on view direction
2018-11-12Workbench: Volumes: Fix volumetrics rendering twicesClément Foucault
2018-11-12Fix T57571: Blender crashes on UV transformationClément Foucault
That was caused by a thread safety issue on gpu_batch_presets_unregister() which was not designed to be used for this kind of situation (managing 3D meshes batches).
2018-11-12Eevee: Fix ESM not working after a certain distanceClément Foucault
This was caused by overflow caused by the background and precision during filtering.
2018-11-12Eevee: Fix lamps shadows not updating correctlyClément Foucault
This was visible if the lamps was out of frustum.
2018-11-12Cleanup: minor gpencil changesCampbell Barton
- Replace BKE_brush_getactive_gpencil -> BKE_paint_brush (no need for per-paint-type brush access). - Rename TOT_GP_EDITBRUSH_TYPES -> GP_EDITBRUSH_TYPE_MAX (avoid sharing prefix w/ unrelated constants). - Rename instances of `GP_EditBrush_Data` to 'gp_brush' (`Brush` is typically called 'brush').
2018-11-09Multi-Objects Metaball: Selection refactor - fix pick and box selectionDalai Felinto
This is inspired/based on the code we use for armature bone selection. Both pick selection, and box selection should be working now.
2018-11-09Draw manager: Expose grease pencil helper functionSergey Sharybin
2018-11-09Object Mode: Grid: Make antialiasing more groundedClément Foucault
Went a bit anal on this but at least we will have a decent AA reference for lines in the future.
2018-11-08Eevee: Add partial support for the Light Path NodeClément Foucault
This makes it possible to tweak indirect lighting in the shader. Only a subset of the outputs is supported and the ray depth has not exactly the same meaning: Is Camera : Supported. Is Shadow : Supported. Is Diffuse : Supported. Is Glossy : Supported. Is Singular : Not supported. Same as Is Glossy. Is Reflection : Not supported. Same as Is Glossy. Is Transmission : Not supported. Same as Is Glossy. Ray Length : Not supported. Defaults to 1.0. Ray Depth : Indicate the current bounce when baking the light cache. Diffuse Depth : Same as Ray Depth but only when baking diffuse light. Glossy Depth : Same as Ray Depth but only when baking specular light. Transparent Depth : Not supported. Defaults to 0. Transmission Depth : Not supported. Same as Glossy Depth. Caveat: Is Glossy does not work with Screen Space Reflections but does work with reflection planes (when used with SSR or not). We have to render the world twice for that to work.
2018-11-08Eevee: Fix refraction materialsClément Foucault
Fix refraction depth not working without ScreenSpace Refraction. Fix ScreenSpace Refraction masking reflections.
2018-11-08Fix Cycles viewport render info overlapping other text.Brecht Van Lommel
Now it shows more compact info below the view/object name. Render time and memory usage is left out, as in most cases this is not so important. These could be added back optionally if needed.