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2018-08-10GPUMaterial: Fix color ramp node with constant interpolationClément Foucault
Color ramp with constant interpolation must bypass texture filtering and use nearest neighboor sampling in order to appear correctly sharp. This patch use a GLSL hack to use nearest sampling on thoses particular color band.
2018-08-10GPUMaterial: Group all colorband texture togetherClément Foucault
This lower the use of texture samplers slots and let users use more real textures in their shaders. This patch also make the ramp texture 16 bit floating point. Meaning you can now use value greater than one in your color ramps. With the limit of 128 colorband per shader (a color band being either a color ramp, a wavelength node or a curve node (and maybe wavelength node in the future)). Only drawback with the current implementation is that it does not remove colorband from pruned GPUNodes but it shouldn't really matter in practice. This should fix T56010
2018-08-09Eevee: Principled BSDF: Add support for the sheen parameterClément Foucault
This is a rough (but fast) approximation that still match cycles reference in common case. In practice, it's just adding more of the diffuse light computed for the diffuse contribution.
2018-08-08Eevee: Use "constant folding" for the principle shaderClément Foucault
This is more like a static optimisation when some parameters are set to 1.0 or 0.0. In theses case we use a more optimized version of the node. This also revisit the transmission parameter behaviour to make it closer to cycles.
2018-08-08Eevee: Remove some of the non-necessary uniformsClément Foucault
The remaining ones are from the attributes linear/srgb switches and from nodes that should be pruned before running their _gpu function.
2018-08-01GPUMaterial: Make Mapping node use UBO storageClément Foucault
This means tweaking parameter is now interactive and does not need to recompile the shaders.
2018-08-01GPUMaterial: Fix nearest samplingClément Foucault
texelFetch return vec4(0.0) if the target pixel is outside the texture rect. So we mimic the default repeate mode that we have for linear interpolation. Fix T56156 Mapping-Node doesn't work
2018-07-21Eevee: Principled: Fix Subsurface input behaviourClément Foucault
Match Cycles behaviour of scalling the SSS radius and don't interpolate between diffuse and SSS result.
2018-07-20GPUMaterial: Texture Node: Add support for Cubic filteringClément Foucault
Like in cycles it's a bit more slower than linear but it's smoother. Works for all projection type.
2018-07-20GPUMaterial: Texture Node: support for nearest (closest) filtering methodClément Foucault
Add placeholder for cubic and smart filtering for now.
2018-07-20GPUMaterial: Optimize and fix blending in box mappingClément Foucault
Blending was done in srgb space and was not matching cycles. Optimized by using less branches and more vector operations.
2018-07-15Merge branch 'master' into blender2.8Brecht Van Lommel
2018-07-15Cycles: add voronoi features and distance settings from Blender.charlie
Features to get the 2nd, 3rd, 4th closest point instead of the closest, and various distance metrics. No viewport/Eevee support yet. Patch by Michel Anders, Charlie Jolly and Brecht Van Lommel. Differential Revision: https://developer.blender.org/D3503
2018-07-13Merge branch 'master' into blender2.8Campbell Barton
2018-07-13Nodes: add sqrt, ceil, floor and fract to math nodes.Charlie Jolly
This works for Cycles, Eevee, texture nodes and compositing. It helps to reduce the number of math nodes required in various node setups. Differential Revision: https://developer.blender.org/D3537
2018-07-10Fix accidentally removed particle function in GLSL, still not supported though.Brecht Van Lommel
2018-06-16Merge branch 'master' into blender2.8Brecht Van Lommel
The Eevee AO node supports the new Normal socket, but ignores Distance, Samples, Inside and Only Local settings.
2018-06-15Cycles: change Ambient Occlusion shader to output colors.Lukas Stockner
This means the shader can now be used for procedural texturing. New settings on the node are Samples, Inside, Local Only and Distance. Original patch by Lukas with further changes by Brecht. Differential Revision: https://developer.blender.org/D3479
2018-06-13Merge branch 'master' into blender2.8Brecht Van Lommel
This includes making Eevee match Cycles behavior of inserting an emission node when linking colors to closures.
2018-06-04 Cleanup: strip trailing space in GPU moduleCampbell Barton
2018-06-02Eevee: Hair: Make SSR works with hairs.Clément Foucault
2018-06-02Eevee: Add support for hair random property.Clément Foucault
Do note that it does not match cycles implementation. Also we could precompute the hash per strand before rendering but that would suggest it's not per engine specific. If we make the random value internal to blender then it won't be a matter because other renderers will have access to the same value.
2018-06-02Eevee: CodeStyle: Fix naming and confusion about the hairs vectors.Clément Foucault
2018-05-30Eevee: Add support for the Hair info node.Clément Foucault
Only the random output is not supported for the moment.
2018-05-30GPUMaterial: Add support for hair vertex color, uvs and orco.Clément Foucault
2018-05-25Merge branch 'master' into blender2.8Campbell Barton
2018-05-24Cycles/Compositor: Add arctan2 operation to the Math nodeLukas Stockner
The Math node currently has the normal atan() function, but for actual angles this is fairly useless without additional nodes to handle the signs. Since the node has two inputs anyways, it only makes sense to add an arctan2 option. Reviewers: sergey, brecht Differential Revision: https://developer.blender.org/D3430
2018-05-18Eevee: Codestyle fix.Clément Foucault
2018-05-18Eevee: SSS: Fix compilation errors.Clément Foucault
Fix T55114
2018-05-16Eevee: Add support for Ambient Occlusion node.Clément Foucault
2018-05-16Shader Node Editor: Add Closure to RGB convertion node.Clément Foucault
Patch D3205 by Kanzaki Wataru Only implemented in Eevee for now. Collapse a closure to RGBA so we can do NPR stuff on the resulting color. Use an emission shader to convert the color back to a closure. Doing this will break PBR and will kill any SSR and SSS effects the shader the shader rely on. That said screen space refraction and ambient occlusion are supported due to the way they are implemented.
2018-04-19Fix mistake in previous GLSL cleanup commit.Brecht Van Lommel
2018-04-19Cleanup: removed unused GLSL shader functions.Brecht Van Lommel
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-03-10Merge branch 'master' into blender2.8Brecht Van Lommel
2018-03-10Cycles: switch to squared roughness convention for all nodes.Brecht Van Lommel
This was already done for the Principled BSDF to be compatible with typical baked roughness maps in PBR workflows.
2018-03-10Merge branch 'master' into blender2.8Brecht Van Lommel
2018-03-10Eevee: Make use of the new view matrix UBO.Clément Foucault
2018-02-28Merge branch 'master' into blender2.8Brecht Van Lommel
2018-02-23Eevee: add Principled Volume shader.Brecht Van Lommel
2018-02-23Eevee: add blackbody shader node support.Brecht Van Lommel
This replaces the blackbody to RGB code with the simpler and faster one from Cycles. It's a little different but the other placing using this is the legacy volume drawing, so no need to stay compatible with that.
2018-02-23Eeevee: add temperature grid support, make color grid unpremultiplied.Brecht Van Lommel
This matches similar changes done for Cycles.
2018-02-14Merge branch 'master' into blender2.8Brecht Van Lommel
2018-02-14Cycles: restore Particle Info Index for now, keep it next to Random.Brecht Van Lommel
It seems to be useful still in cases where the particle are distributed in a particular order or pattern, to colorize them along with that. This isn't really well defined, but might as well avoid breaking backwards compatibility for now.
2018-02-14Merge branch 'master' into blender2.8Brecht Van Lommel
2018-02-14Cycles: change Index output of Hair and Particle Info to Random, in 0..1 range.Brecht Van Lommel
These are used for randomization, so it's convenient if the index is already hashed and consistent with the Object Info node.
2018-02-03Merge branch 'master' into blender2.8Brecht Van Lommel
2018-02-03Cycles: add Vector Displacement node and extend Displacement node.Brecht Van Lommel
This adds midlevel and object/world space for displacement, and a vector displacement node with tangent/object/world space, midlevel and scale. Note that tangent space vector displacement still is not exactly compatible with maps created by other software, this will require changes to the tangent computation. Differential Revision: https://developer.blender.org/D1734
2018-02-03Eevee: Render: Fix emission shader normal outputClément Foucault
2018-02-01Eevee: Render: Fix Normals of refraction shader.Clément Foucault