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2017-08-10Eevee: Refraction: Make it available for opaque materials.Clément Foucault
Theses Materials are rendered after the SSR pass. The only difference with previous method is that they have a depth prepass (less overdraw) and are not sorted.
2017-08-10Eevee: Add Screen Space Refraction.Clément Foucault
For the moment the only way to enable this is to: - enable Screen Space REFLECTIONS. - enable Screen Space Refraction in the SSR parameters. - enable Screen Space Refraction in the material tab.
2017-07-11Eevee: Transparency: Add transparent Shadow method UI.Clément Foucault
2017-07-11Eevee: Transparency: Add hide backside option.Clément Foucault
2017-07-11Eevee: Transparency: Add Alpha Blend mode.Clément Foucault
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.
2017-05-24Remove TexFace, per-face imagesCampbell Barton
TexFace complicates the now more popular shading pipeline by having per-face images, see: T51382 for details. To keep the ability to select a per-material edit-image (used with UV-mapping workflow), the material now stores an image which will be set when changing images in edit-mode. This is used as a bake-target when not using Cycles too.
2017-03-30Layers: use IDProperty and override collection properties systemDalai Felinto
First this replace a custom data struct with IDProperty, and use IDProperty group merge and copying functions. Which means that a collection property setting is only created if necessary. This implements the "Layer Collection settings" override system, as suggested in the "Override Manifesto" document. The core is working, with Scene, LayerCollection and Object using a single IDProperty to store all the render settings data. Next step is to migrate this to depsgraph. Note: Clay engine "ssao_samples" was hardcoded to 32 for now. It will come back as part of "Workspace Settings" later. Many thanks for Bastien Montagne for the help with the UI template nightmare ;) Differential Revision: https://developer.blender.org/D2563
2017-02-07Clay-Engine (merge clay-engine)Clément Foucault
Initial work by Clément Foucault with contributions from Dalai Felinto (mainly per-collection engine settings logic, and depsgraph iterator placeholder). This makes Blender require OpenGL 3.3. Which means Intel graphic card and OSX will break. Disable CLAY_ENGINE in CMake in those cases. This is a prototype render engine intended to help the design of real render engines. This is mainly an engine with enphasis in matcap and ambient occlusion. Implemented Features -------------------- * Clay Render Engine, following the new API, to be used as reference for future engines * A more complete Matcap customization with more options * Per-Collection render engine settings * New Ground Truth AO - not enabled Missing Features ---------------- * Finish object edit mode - Fix shaders to use new matrix - Fix artifacts when edge does off screen - Fix depth issue - Selection sillhouette - Mesh wires - Use mesh normals (for higher quality matcap) - Non-Mesh objects drawing - Widget drawing - Performance issues * Finish mesh edit mode - Derived-Mesh-less edit mode API (mesh_rende.c) * General edit mode - Per-collection edit mode settings * General engines - Per-collection engine settings (they are their, but they still need to be flushed by depsgraph, and used by the drawing code)
2016-04-26Support multiple tangents for BI render & viewportAlexander Romanov
Normal Map node support for GLSL mode and the internal render (multiple tangents support). The Normal Map node is a useful node which is present in the Cycles render. It makes it possible to use normal mapping without additional material node in a node tree. This patch implements Normal Map node for GLSL mode and the internal render. Previously only the active UV layer was used to calculate tangents.
2015-07-03BGE: Add alpha to coverage render mode.Porteries Tristan
This patch add a new option for transparency meshes : Alpha to coverage, in the game setting panel in material. The alpha to coverage request a multisample, the best is 8x but 4x and 2x can also give nice render. 4x alpha clip : http://www.pasteall.org/pic/show.php?id=89464 4x alpha to coverage : http://www.pasteall.org/pic/show.php?id=89463 Reviewers: moguri, kupoman, campbellbarton, psy-fi Reviewed By: psy-fi Subscribers: lordloki, rdb Projects: #game_engine Differential Revision: https://developer.blender.org/D1354
2015-01-20Renaming "Kink" texture influence to "Kink Frequency" to be moreLukas Tönne
specific.
2014-08-28Texture paint system:Antony Riakiotakis
* Add ability to choose blend type and enable/disable toggle for each slot for blender internal.
2014-08-26Add operator that deletes a texture paint layer for blender internal.Antony Riakiotakis
2014-07-23Texture painting:Antony Riakiotakis
Add ability to select UV layer from the layer panel.
2014-07-21GSOC 2013 paintAntony Riakiotakis
Yep, at last it's here! There are a few minor issues remaining but development can go on in master after discussion at blender institute. For full list of features see: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting Thanks to Sergey and Campbell for the extensive review and to the countless artists that have given their input and reported issues during development.
2014-07-07Per-material line color settings for Freestyle.Tamito Kajiyama
New properties 'line_color' and 'line_priority' are added to Material ID data blocks. The 'line_color' property allows users to specify a per-material line color that can be used as a Freestyle line color through Material color modifiers of line style settings. The new line color property is intended to provide a solution for line color stylization when a proper Freestyle support for Cycles is implemented (likely as part of the upcoming Blender 2.72 release; see Patch D632). Materials in Cycles are usually set up using shader nodes, and Freestyle won't be capable of retrieving colors and other properties from node-based materials any soon. The new line color property of materials addresses this foreseen limitation by providing artists with an intuitive alternative mean to specify line colors on a per-material basis independently from node trees. The 'line_priority' property gives users a way to control line colors at material boundaries. When a line is drawn along a feature edge at material boundaries, one of the two materials on both sides of the edge has to be picked up to determine the line color. So far there was no way to control this selection (which was in effect at random). Now the material with a higher line color priority will be selected. The new per-material line settings are shown in the new Freestyle Line tab in the Material context of the Properties window (only when Freestyle is enabled).
2014-04-23Blender Internal: Add material property "Cast" which can disable both ray ↵IRIE Shinsuke
and buffer shadows. Also refactor: - Material property UI related to shadows - Preparation of OR-ed mode flags (ma->mode_l) of render materials Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D313
2014-02-12Revert own previous commit rBe2f9afbaabbd.IRIE Shinsuke
The "Cast Shadows" worked as expected, but it can cause problem in some cases. For example, when using strand render, we need disabling only buffer shadows, but the previous changes made that impossible. "Cast Shadows" should be added as a newly created option.
2014-02-11Blender Internal: Modify material property "Cast Buffer Shadows" to affect ↵IRIE Shinsuke
ray shadows also, and rename it to "Cast Shadows". This allows us to make materials that don't cast ray shadows. Turning off this property can reduce the rendering time slightly. Note: RNA path is changed to "use_cast_shadows" as well. The older path "use_cast_buffer_shadows" still can be used as its alias, but it will be removed after updating some addons. Reviewed By: brecht Differential Revision: https://developer.blender.org/D272
2013-05-28code cleanup: comment/remove unused definesCampbell Barton
2013-03-23A major code update for making the DNA file specification of Freestyle settingsTamito Kajiyama
and RNA for it independent of the build flag for enabling Freestyle. Suggested by Sergey Sharybin through a code review of the branch. * Many #ifdef WITH_FREESTYLE blocks were removed to always have Freestyle-specific DNA file specification and RNA for it built in Blender. This will allow Freestyle setting survive even when a non-Freestyle build is used for loading and saving files. It is noted that operations are still conditionally built through #ifdef WITH_FREESTYLE blocks. * To this end, new blenkernel files BKE_freestyle.h and intern/freestyle.c have been added. All API functions in FRS_freestyle_config.h as well as some of those in FRS_freestyle.h were moved to the new files. Now the relocated API functions have BKE_ prefix instead of FRS_.
2013-01-27Merged changes in the trunk up to revision 54110.Tamito Kajiyama
Conflicts resolved: source/blender/blenfont/SConscript source/blender/blenkernel/intern/subsurf_ccg.c source/blender/makesdna/intern/makesdna.c source/blender/makesrna/intern/rna_scene.c
2013-01-24fix for G,G causing vertex slide in UV/Image window, also comment unused ↵Campbell Barton
defines/enums.
2012-12-20Another big patch set by Bastien Montagne, thanks a lot!Tamito Kajiyama
* Made Freestyle optional (turned on by default). * Fix for missing bpath.c updates in the previous merge of trunk changes.
2012-10-29Merged changes in the trunk up to revision 51718.Tamito Kajiyama
Conflicts resolved: source/blender/blenloader/intern/readfile.c source/blender/makesrna/intern/rna_scene.c release/datafiles/startup.blend
2012-10-21style cleanup: trailing tabs & expand some non prefix tabs into spaces.Campbell Barton
2012-10-20Merged changes in the trunk up to revision 51448.Tamito Kajiyama
Conflicts resolved: source/blender/blenkernel/CMakeLists.txt source/blender/blenloader/intern/readfile.c source/blender/editors/mesh/editmesh_tools.c source/blender/makesrna/intern/rna_main_api.c
2012-10-17Render: local light group option for materials, blender internal feature fromBrecht Van Lommel
the render branch. When a material is linked in and has a light group override, this can now use a local group in the scene file, by replacing the linked light group with a local group that has the same name. A use case might be controlling the specular highlight on linked character's eyes per scene. Patch from render branch by Pablo Vazquez.
2012-09-23Merged changes in the trunk up to revision 50829.Tamito Kajiyama
Conflicts resolved: source/blender/blenloader/intern/readfile.c source/blender/render/intern/source/convertblender.c source/blender/render/intern/source/pipeline.c Also addressed code inconsistency due to changes in the trunk revision 50628 (color management with OCIO) and 50806 (UV project material). OCIO-related changes are marked OCIO_TODO as in some other files modified in revision 50628.
2012-09-22add a UV Project material option so UV's are calculated taking into account ↵Campbell Barton
perspective matrix - previously this gave artifacts with lower poly meshes.
2012-09-21remove sticky coords from blender and the internal render engine.Campbell Barton
2012-09-21remove sticky coordinates from blender, this was missing from the UI since 2.49.Campbell Barton
TODO - drop support from the renderer still.
2012-08-12Merged changes in the trunk up to revision 49797.Tamito Kajiyama
2012-08-04style cleanupCampbell Barton
2012-03-25Merged changes in the trunk up to revision 45133.Tamito Kajiyama
Conflicts resolved: source/blender/blenloader/intern/readfile.c source/blender/blenloader/intern/writefile.c source/blender/bmesh/intern/bmesh_construct.c source/blender/bmesh/intern/bmesh_mesh_conv.c source/blender/bmesh/intern/bmesh_mesh_conv.h source/blender/editors/interface/interface_templates.c source/blender/editors/interface/resources.c source/blender/editors/mesh/bmesh_select.c source/blender/editors/mesh/bmesh_tools.c source/blender/editors/space_view3d/drawobject.c source/blender/render/intern/source/shadeoutput.c
2012-03-18spelling cleanupCampbell Barton
2012-03-11Merged changes in the trunk up to revision 44797.Tamito Kajiyama
Conflicts resolved: doc/python_api/sphinx_doc_gen.py source/blender/makesdna/DNA_mesh_types.h source/blender/makesrna/intern/rna_action.c source/blender/makesrna/intern/rna_ID.c source/blender/makesrna/intern/rna_mesh.c
2012-03-09style cleanup: comment blocksCampbell Barton
2012-03-03Merged changes in the trunk up to revision 44612.Tamito Kajiyama
Conflicts resolved: source/blender/blenloader/intern/readfile.c source/blender/bmesh/bmesh.h
2012-03-02style cleanupCampbell Barton
- spelling - turns out we had tessellation spelt wrong all over. - use \directive for doxy (not @directive) - remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
2012-02-18Merged changes in the trunk up to revision 44221.Tamito Kajiyama
Conflicts resolved: release/datafiles/blender_icons.png source/blender/blenkernel/intern/anim_sys.c source/blender/blenloader/intern/readfile.c
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-01-16Merged changes in the trunk up to revision 43404.Tamito Kajiyama
Conflicts resolved: source/blender/python/SConscript
2012-01-11Longer names support for all ID and other object namesSergey Sharybin
This commit extends limit of ID and objects to 64 (it means 63 meaning characters and 1 for zero-terminator). CustomData layers names are also extended. Changed DNA structures and all places where length constants were hardcoded. All names which are "generating" from ID block should be limited by MAX_ID_NAME-2, all non-id names now has got own define called MAX_NAME which should be used all over for non-id names to make further name migration stuff easier. All name fields in DNA now have comment with constant which corresponds to hardcoded numeric value which should make it easier to further update this limits or even switch to non-hardcoded values in DNA. Special thanks to Campbell who helped figuring out some issues and helped a lot in finding all cases where hardcoded valued were still used in code. Both of forwards and backwards compatibility is stored with blender versions newer than January 5, 2011. Older versions had issue with placing null-terminator to DNA strings on file load which will lead to some unpredictable behavior or even crashes.
2012-01-01Merged changes in the trunk up to revision 43038.Tamito Kajiyama
Conflicts resolved: source/blender/makesdna/DNA_material_types.h source/blenderplayer/bad_level_call_stubs/stubs.c
2011-12-30minor dna header cleanupCampbell Barton
2011-12-28make MOD_dynamicpaint.c use more typical gpl2+ text and some formatting ↵Campbell Barton
edits in DNA
2011-12-05Merged changes in the trunk up to revision 42425.Tamito Kajiyama
Conflicts resolved: doc/python_api/sphinx_doc_gen.py source/blender/blenkernel/intern/DerivedMesh.c source/blender/blenloader/intern/readfile.c source/blender/editors/mesh/editmesh.c source/blender/editors/space_view3d/drawobject.c
2011-12-04add define for deprecated DNA struct members: DNA_DEPRECATED,Campbell Barton
this means use of deprecated struct members gives a warning. - makesdna.c preprocessor skips this. - DNA_DEPRECATED_ALLOW is used so readfile.c can do versioning without warnings. - this exposes some use of deprecated struct members, will deal with this after.