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2017-11-02Merge branch 'master' into blender2.8Campbell Barton
2017-11-01Fix T53217: GLSL principled BSDF black with zero clearcoat roughness.Brecht Van Lommel
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.
2017-09-26Eevee : Fix regression : Refraction not workingClément Foucault
2017-09-12Eevee: Fix T52480: Can't reproduce Metallic transparency with Principled + ↵Clément Foucault
Mix Shader You can now use a transparent shader as a completly transparent bsdf. And use whatever alpha mask in a mix shader between a transparent bsdf and another bsdf.
2017-09-06Merge branch 'master' into blender2.8Brecht Van Lommel
2017-09-06Fix T52652: Cycles image box mapping has flipped textures.Brecht Van Lommel
This breaks backwards compatibility some in that 3 sides will be mapped differently now, but difficult to avoid and can be considered a bugfix.
2017-09-05Fix T52441: Principle BSDF clearcoatDalai Felinto
Since the change to prevent shader recompilation at every update, we got a regression when clearcoat was used. Basically at the shader build time we would determine if the shader needed clear coat, and if it didin't, it would build a different GLSL program. However if later the user updated the clearcoat value so that it would then require the full clearcoat shader, the user wouldn't get it until manually forcing the shader to recompile, or reopening the file. We now handle the optimization in the GLSL code. That adds a minimum overhead due to branching. But the overall performance seems unchanged (tested on linux in AMD and NVidia). Reviewers: pascal, brecht, fclem Differential Revision: https://developer.blender.org/D2822
2017-08-25Revert "material Glsl: Fix tangent with new orco."Dalai Felinto
This reverts commit 3888227a7bfdb6b3867680ea237152d2929e1bc5. This "Fix" was made while ORCO was broken. Now that orco itself is fixed this is no longer required, otherwise Tangent node produces different results in Cycles and Eevee.
2017-08-25Fix T52528: generated texture mismatch between Cycles and EeveeDalai Felinto
Finally orco should be working 100% on Eevee now. Thanks for Sergey Sharybin for reporting this.
2017-08-25Revert "Eevee: Fix generated coordinates when no texture coordinates connected"Dalai Felinto
This reverts commit 0e29a97813d2a2df77afe64d49d1683687ed37ab.
2017-08-25Eevee: Fix generated coordinates when no texture coordinates connectedDalai Felinto
Orco should behave the same if it comes from unconnected vec inputs, or from the Texture Coordinate -> Generated node output. Fixup for 11e7e0769a4c. This is related to T52528. The coordinates are still different between Eevee and Cycles, but at least it behaves consistent within itself. In fact the shader should now be correct, but the orco attributes we are passing the shader seems to be where the problem is. But it's to be tackled separately.
2017-08-18Eevee: Convert metallic nodes into princinpled nodesDalai Felinto
And wipe metallic out of the map.
2017-08-18Swap Eevee material output with (Cycles) Material OutputDalai Felinto
Since we started supporting the (Cycles) Material Output old files stopped working. There is no reason to keep the original Eevee material otuput anymore. It includes doversion for old files.
2017-08-18Eevee: Fix some problem with Glass & Diffuse BSDF with SSRClément Foucault
Diffuse was not outputing the right normal. (this is not a problem with SSR actually) Glass did not have proper ssr_id and was receiving environment lighting twice. Also it did not have proper fresnel on lamps.
2017-08-16DwM: Use Batch's for drawing selectionCampbell Barton
Use mesh batch cache for mesh selection. Note that we could create the batches and free immediately so they don't take up memory. This resolves a problem where selection was limited to immediate-mode buffer size.
2017-08-10Eevee: Refraction: Add "thickness" parameter.Clément Foucault
This enables to fake a second refraction event. This is great to simulate thin planar objects such as glass panels.
2017-08-10Eevee: Add Refraction via probes.Clément Foucault
2017-08-02Keyframe Drawing: Fix 2.7 -> 2.8 regressionsJoshua Leung
* Outlines of keyframes were too thick and ugly * Size differences between keyframe types was being swallowed by the pixel-fudge factor, leaving colour as the only distinguishing factor (bad!)
2017-07-24Eevee: Planar Reflection: Remove distance approximation.Clément Foucault
This commit separate the depth texture into another texture array. This remove the need to output radial depth into alpha. Unfortunatly it's difficult to recover position from the non linear depth buffer when applying reflection without adding a bunch of stuff. This is in preparation of SSR planar reflections.
2017-07-24Eevee: SSR: Small fixesClément Foucault
- Encode normals for other opaque bsdf so they are not rejected by the normal facing test. - Early out non reflective surfaces. - Add small offset to raytrace to avoid self intersection. - Fix fallback probes not appearing.
2017-07-24Eevee: Fix glossy node roughness.Clément Foucault
2017-07-24Eevee: SSR: Encode Normal in buffer and add cubemap fallback.Clément Foucault
Normals can point away from the camera so we cannot just put XY in the buffer and reconstruct Z later as we would not know the sign of Z.
2017-07-24Eevee: SSR: Output ssr datas to buffers.Clément Foucault
Output in 2 buffers Normals, Specular Color and roughness. This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass.
2017-07-24Eevee: Ssr: Add ssr id to glossy nodes.Clément Foucault
An id is given to each glossy node in order to determine which specular lobe is using ssr.
2017-07-13Cleanup/rename etc. dashed line shaders.Bastien Montagne
Goal is to make them more modular, to allow more variants (variable single-color, thickness, ...) to be added without having to copy-and-change-one-line of whole chain of shaders.
2017-07-11Eevee: Fix default closure to match cycles.Clément Foucault
2017-07-11Eevee: Transparency: Add support for blend ADD and MULTIPLY.Clément Foucault
This introduces a new transparency pass. It bypass the radial distance encoding in alpha for the transparent shaders.
2017-07-11Eevee: Add support for Alpha clip and Hashed Alpha transparency.Clément Foucault
Hashed Alpha transparency offers a noisy output but has the benefit of being correctly ordered. Noise can be attenuated with Multisampling / AntiAliasing.
2017-07-09Fix T52001: material draw mode principled BSDF artifacts at some angles.Brecht Van Lommel
The default anisotropic tangent computation could fail in some cases, leading to NaNs and artifacts. Use a simpler formulation that doesn't suffer from this.
2017-07-07GPU: Silence warning of potentially unused variable (NormalMatrix)Dalai Felinto
2017-07-06Eevee: Add support for common BSDFs.Clément Foucault
Add Diffuse BSDF, and Glossy. Also Use World normal instead of view normal as input.
2017-07-05Eevee: Volumetrics: Add support for Position Coordinates.Clément Foucault
This enables texturing of the noise via procedural or baked textures. Note that it gets quickly really heavy.
2017-07-05Eevee: Volumetrics: Add Volume Absorption node.Clément Foucault
2017-07-04Eevee: Fix Closure define.Clément Foucault
2017-07-03Eevee: Add support for volumetrics in node tree.Clément Foucault
Only volume scatter is implemented for now.
2017-07-03GPU Codegen: Add new closure socket type.Clément Foucault
This allow specialized shaders to redefine the closure interface to fit their needs. For instance, Volumetric closure needs to pass more than one vec4 (absorption vec3, scattering vec3, anisotropy float).
2017-07-03Merge branch 'master' into blender2.8Dalai Felinto
2017-07-02Fix T51957: principled BSDF mismatches in GLSL viewport.Brecht Van Lommel
2017-06-30Eevee: Principled BSDF: add support for specular tint + optimisationClément Foucault
Only use clearcoat version if there is something linked or if the clearcoat value is not 0.
2017-06-29Eevee: Fix broken default coordinate (reported via IRC by Dalai Felinto).Clément Foucault
2017-06-29Eevee: Remove Geometry shader usage for background.Clément Foucault
This fix the behaviour of the light path node that separates the probes background from the viewport background.
2017-06-29Eevee: Prepare support for future Anisotropic shading.Clément Foucault
2017-06-29material Glsl: Fix tangent with new orco.Clément Foucault
2017-06-29Eevee: Add Initial support for Principle BRDF.Clément Foucault
Lots of things not working yet but it's comming.
2017-06-26Fix shaders not working in EeveeDalai Felinto
Not a single node based shader was working since a recent merge from master. The merge brought changes from the principle bsdf shader where unsupported gl_ProjectionMatrix was still being used.
2017-06-26Merge branch 'master' into blender2.8Campbell Barton
2017-06-24Eevee: Planar reflection: Fix normal deformation for background pixels.Clément Foucault
Now it matches world cubemap perfectly.
2017-06-24Eevee: Planar Reflection: Add contact hardening normal distortion.Clément Foucault
Save radial distance to camera in alpha channel of the planar probe. Use this distance to modulate distortion intensity when shading the surface.