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2019-01-26Cleanup: remove redundant BKE/BLI/BIF headersCampbell Barton
2019-01-25Cleanup: replace VSE /w SequencerCampbell Barton
This abbreviation isn't used anywhere else in Blender's UI.
2019-01-17Physically based defaults for Eevee Bloom and ShutterClément Foucault
Some of Eevee's Bloom defaults are not very good for physically based rendering. This patches addresses this issue. This picture shows one of the problems with current default. Bloom looks very foggy: {F6280495} Even worse, light emitters much dimmer than the Sun can make everything equally hazy if Clamp is set to 1.0 and intensity to 0.8 (current default). Artists often forget to adjust Clamp value and do not know what value to use for realistic intensity. Also, currently both Clamp and Intensity do not have good UI ranges. This is why often Eevee renders end up very hazy and bloom often does not look right. Bloom effect plays important role to help to distinguish between bright and relatively dim light sources. With current defaults this is broken because Clamp set to 1.0. Also, it cannot be disabled if set to 0 like expected. This patch fixes this and sets it to 0 by default. If users need to clamp, they can do so easily with UI range up to 1000. This range is good enough for most cases and provides enough precision to control lower values, and the highest value helps to limit bloom from the Sun if necessary and will leave untouched most other light emitters. If needed, much higher values for Clamp can be entered manually up to 100000. 10000 is still affects the Sun, but up to 100000 highest limit allows to clamp anything that is much brighter than the Sun if user needs to limit bloom in such cases (for example, bright explosion in the sky or anything else very bright). I propose new default for bloom Intensity - 0.05 and UI range to suggests realistic values. Bloom Intensity > 0.1 is not realistic for clean lens but the user can enter manually much larger values if needed. For comparison, here is a my own photo with and without bloom caused by the Sun (on second photo the Sun was occluded with an object). {F6280500} {F6280492} In real life bloom is much more subtle and does not look hazy. If Clamp is disabled, then out of 0.1, 0.05 and 0.025 values I have tried, 0.05 looks most similar to the photo. Here is test render with and without bloom with the Sun in similar position like on the photo: {F6280496} {F6280494} Using color probe 27x27 I compared lightness below the horizon under the Sun. In rendered by Eevee images lightness difference was 17. In case of the photos lightness difference in similar place was 11. I then compared leftmost spot (also below the horizon) and lightness difference was approximately 2 between two photos and 1 between rendered images. In other words, with these settings bloom effect is not too strong and is not too weak. Visually it may seem like decreasing bloom intensity may increase photorealism, but then bloom effect would be too localized even for the Sun. Besides this single test, I tested in many other scenes as well, with and without the Sun, with different HDRIs, and as far as I can tell 0.05 intensity turned out to be good default - it produces bloom strong enough to be noticeable and not too hazy. In Cycles shutter default value is 0.50, so for consistency set to 0.5 by default in Eevee too. Besides, 0.5 is typical standard for real cameras, and values higher than 0.5 usually are needed only if very strong motion blur is desired. Here is summary of all changes: Bloom Intensity: 0.8 > 0.05 Bloom Intensity UI range: 0-10 > 0-0.1 Bloom Clamp: 1.0 > 0.0 (disabled by default) Bloom Clamp manual range: 0-1000 > 0-100000 Bloom Clamp UI range: 0-10 > 0-1000 Shutter: 1.0 > 0.5 This patch is related to the discussion in this thread, there are more examples of what bloom will look like with 0.05 intensity by me and others: https://devtalk.blender.org/t/eevee-needs-to-have-physically-based-defaults/4700 Reviewers: fclem Reviewed By: fclem Subscribers: pablovazquez, billreynish, rboxman Tags: #eevee Differential Revision: https://developer.blender.org/D4212
2019-01-11GP: New Cutter, Constraints and Segment selectionAntonioya
This commit groups a set of new tools that were tested in grease pencil object branch before moving to master. We decide to do all the development in a separated branch because it could break master during days or weeks before the new tools were ready to deploy. The commit includes: - New Cutter tool to trim strokes and help cleaning up drawings. - New set of constraints and guides to draw different types of shapes. All the credits for this development goes to Charlie Jolly (@charlie), thanks for your help! - Segment selection mode to select strokes between intersections. - New operator to change strokes cap mode. - New option to display only keyframed frames. This option is very important when fill strokes with color. - Multiple small fixes and tweaks. Thanks to @pepeland and @mendio for their ideas, tests, reviews and support. Note: Still pending the final icons for Cutter in Toolbar and Segment Selection in Topbar. @billreynish could help us here?
2019-01-10Fix T60266: missing viewport updates after changing scene world datablock.Brecht Van Lommel
2019-01-04Partial fix T60148: EEVEE hangs when anamorphic bokeh is too lowDalai Felinto
Fixed by setting the limit to the original limit I used for Cycles. Rendering still goes extremely slow when bokeh is lower than 1.0. But at least now it is "waitable". With lower numbers than 0.01 I don't think we would ever get a render to finish. @fclem feel free to address the real root of the problem, but I'm afraid it may be a limitation of the algorithm you are using.
2019-01-02Cleanup: use RNA icon instead of passing as an argCampbell Barton
2019-01-02Cleanup: indentation, namingCampbell Barton
Use rna naming conventions for unit-settings callbacks.
2018-12-29Cleanup: use bool, styleCampbell Barton
2018-12-28Cycles: restore old sample and material override settings for view layers.Brecht Van Lommel
Since there will be no view layer overrides in 2.80, this is needed still.
2018-12-27cleanup: remove unused passesPhilipp Oeser
- use_pass_indirect, use_pass_specular from ViewLayer RNA - RGBA, DIFFUSE, SPEC, REFLECT, REFRACT, INDIRECT usages from remaining places Reviewers: brecht Differential Revision: https://developer.blender.org/D4117
2018-12-24Fix/cleanup another bunch of UI messages issues.Bastien Montagne
Also (mostly in comments): behaviour -> behavior (we use American English).
2018-12-24Cleanup: First batch of UI messages fixes (typos, final points...).Bastien Montagne
Also contains some code typo fixes (mostly, adtaptative -> adaptive, former is nearly innexistant in English, let's stick to simple valid words ;) ).
2018-12-20Correct own error in 1ce9a142b6abdCampbell Barton
Enum for scene orientations included default.
2018-12-19UI: expose gizmo orientation as a single enumCampbell Barton
Avoids awkward logic from the popover, by faking an extra item in the enum.
2018-12-19UI: move gizmo orientation settings into popoverCampbell Barton
Instead of link toggle with enum, use a single popover that contains both settings. The code for this isn't nice - needing 3x panels for now. See D4075
2018-12-19RNA: convenience method for orientation name & iconCampbell Barton
Avoids RNA introspection at draw time which is relatively slow (approx 5x).
2018-12-19Gizmo: optional custom orientations for transformCampbell Barton
This aims to resolve a conflict where some users want to keep keyboard axis setting global, even when the orientation is set to something else. Move/rotate/scale can optionally each have a separate orientation. Some UI changes will be made next.
2018-12-18Fix T59536: safe area values were swappedJacques Lucke
Reviewers: brecht Differential Revision: https://developer.blender.org/D4097
2018-12-18Transform: when snap affect is off for a transform mode, ignore snap ↵Brecht Van Lommel
settings entirely. Ref D4022.
2018-12-18Transform: option to use incremental snappingCampbell Barton
This resolves this issue where users would enable a snapping mode besides incremental (vertex for eg), then notice strange behavior w/ rotate and scale. While this ability can be useful, it's quite an obscure use case. Now changing snap-modes keeps rotate and scale using incremental snap, with the option for these modes to be affected by other snapping modes. D4022 by @kioku w/ own minor edits.
2018-12-14Merge branch 'master' into blender2.8Campbell Barton
2018-12-07UI: Fix typo in hostname stamp tooltipPablo Vazquez
Also change the part "running Blender" for "that rendered the frame".
2018-12-07Metadata: add hostname to the available metadata optionsSybren A. Stüvel
Having the hostname allows us to identify which machine rendered which frame in our render farm. This simply uses the host's name, and doesn't do any DNS lookup of any IP address of the machine. As such, it's only usable for identification purposes, and not for reachability over a network. Reviewers: sergey, brecht Reviewed By: sergey Differential Revision: https://developer.blender.org/D4047
2018-12-07Partial fix to T58917 - No valid cageDalai Felinto
The fix itself simply is to store the cage object as a pointer instead of a string/name. That said baking with or without cage is yielding very different results than in 2.7.
2018-12-07Depsgraph: Remove duplicated sets of recalc/update flagsSergey Sharybin
There were at least three copies of those: - OB_RECALC* family of flags, which are rudiment of an old dependency graph system. - PSYS_RECALC* which were used by old dependency graph system as a separate set since the graph itself did not handle particle systems. - DEG_TAG_* which was used to tag IDs. Now there is a single set, which defines what can be tagged and queried for an update. It also has some aggregate flags to make queries simpler. Lets once and for all solve the madness of those flags, stick to a single set, which will not overlap with anything or require any extra conversion. Technically, shouldn't be measurable user difference, but some of the agregate flags for few dependency graph components did change. Fixes T58632: Particle don't update rotation settings
2018-12-05Fix T58771: Wrong path to Unit SettingsJacques Lucke
Reviewers: brecht Differential Revision: https://developer.blender.org/D4034
2018-11-30Workbench: Add Shadow Focus and change Shadow OrientationClément Foucault
Shadow focus let the user choose how hard are is the shadows transition. Harder shadow transition can be used for stylistic effects or more uniform shading. Make shadow orientation respect the same orientation as the studio light (view from +Y direction aka. front view). Make the default shadow direction more similar to the default light position (the default light object, not the default studio lighting).
2018-11-28Use collection and instance terminology in Python APISergey Sharybin
This follows naming convention agreed on in T56648.
2018-11-26GP: New Blend Layers functionalityAntonioya
Now it's possible define the blend mode between layers including the option to clamp the layer using underlying layers. Also a new Simplify option has been added to disable blend layers.
2018-11-22Icons: use newly added iconsWilliam Reynish
2018-11-19Remove note about Blender InternalSergey Sharybin
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: 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.
2018-11-15Units: Identifiers in PythonJacques Lucke
I only specified the identifiers for the units that are actually accessible for now. This way we can postpone some decisions for now. E.g. if it should be `METER_SQUARE`, `SQUARE_METER`, `METER_SQ`, ... Reviewers: brecht Differential Revision: https://developer.blender.org/D3945
2018-11-14Merge branch 'master' into blender2.8Campbell Barton
2018-11-14Cleanup: comment block tabsCampbell Barton
2018-11-12GP: Cleanup unused codeAntonioya
2018-11-12GP: Change View icon for annotationsAntonioya
2018-11-10Cleanup: namingCampbell Barton
2018-11-09BKE_id_is_in_gobal_main > BKE_id_is_in_global_mainDalai Felinto
2018-11-05Eevee: Fix "Show Irradiance/cubemap" iconsClément Foucault
2018-11-05Fix various Freestyle rendering bugs.Brecht Van Lommel
2018-11-04Cleanup: style, shadow warningCampbell Barton
2018-11-01GP: Reorganize origin popover and top areaAntonioya
- Draw on back buttons moves near mode - zDepth offset moved from View Panel to Popover - Target for Stroke mode moved to popover - New First point snap mode
2018-11-01UI: Rename AO to Ambient Occlusion in tooltips and labels when possible.Pablo Vazquez
Just tooltips and RNA labels when possible. Node outputs use their name to keep connections, so they haven't been changed, otherwise it will break old files.
2018-10-31Eevee: Implement Overscan optionClément Foucault
This option make the internal render size larger than the output size in order to minimize screenspace effects disapearing at the render edges. The overscan size added around the render is the maximum dimension multiplied by the overscan percentage.
2018-10-31Add an option to do keyframe insertion in a cycle-aware fashion.Alexander Gavrilov
When enabled, inserting keyframes into F-Curves with simple cyclic extrapolation (the same conditions as required for cycle-aware auto handle smoothing to activate) will take the cycle into account: - Keyframes that are being inserted outside of the cycle bounds are remapped to be inside the cycle. Thus it is not necessary to be within the main iteration of the cycle when tweaking. This becomes especially useful in the final animation tweaking phase when the channel keys may be staggered for overlap, so the actual master period is different for different channels. - Modifying one of the end points of a cycle also changes the other end point when appropriate, to preserve smooth transition. This feature applies to both manual keyframe insertion using 'I', and auto-keyframing. Differential Revision: https://developer.blender.org/D3140