Age | Commit message (Collapse) | Author |
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I removed bf_blenkernel from `nodes/CMakeLists.txt` again (added it yesterday),
because now this was causing me unresolved symbol errors... Without it, cmake
seems to link the libraries bf_simulation, bf_blenkernel and bf_nodes in the right
order. Not sure if that is just luck or if it is guaranteed.
It was possible to fix the issue by using cmakes `LINK_INTERFACE_MULTIPLICITY`,
but that is probably bad style.
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This should be used whenever you rely on the fact, that the
returned pointer points to the beginning of a null-terminated array.
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This also introduces the `blender::nodes` namespace. Eventually,
we want to move most/all of the node implementation files into
this namespace.
The reason for this file-move is that the code fits much better
into the `nodes` directory than in the `blenkernel` directory.
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I got undefined reference errors on the `NodeMFNetworkBuilder::get_default_fn`
function under some circumstances. This symbol is definitely defined in bf_blenkernel.
The error seemed a bit undeterministic and was probably caused by some incorrect
link order. I don't get the error with this change.
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Only linear interpolation mode is supported for now.
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Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.
Differential Revision: https://developer.blender.org/D8199
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Differential Revision: https://developer.blender.org/D8091
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When using the sun, we need to sun sampling logic to avoid excessive
sampling map resolution, but that logic assumes that the Vector input
comes from the view direction.
That is the case in the vast majority of cases anyways, so the easiest
solution is to just remove the input for that case.
Differential Revision: https://developer.blender.org/D8091
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This required a little bit of refactoring, because we were using c-only
syntax for the gpu shader names. All tests are still passing.
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This disables all Sculpt Vertex Colors tools, operators, panels and rendering capabilities and puts them under the "Use Sculpt Vertex Colors" experimental option.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D8239
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I'm not sure if the Sky was deliberately left out or was just waiting for a
better moment, but so many I was disappointed that Sky in EEVEE is
completely white.
There are already 2 implementations (osl and gpu) so this is the third one.
Looking at other cases it seems that we are not supposed to share sources
between cycles and the rest? So the new util_sky_model files are just
copies of what is already in cycles, except that the data file uses the RGB
variant of the Hosek/Wilkie model, because we output RGB anyway (but can be
easily changed to XYZ if desired - the results are nearly identical).
I am not sure if it is okay to pass 3*9 float values as 3 mat4 uniforms (I
wanted to use mat3 but it does not work).
Also, should I cache the sky model data between renders if the parameters
do not change?
Reviewed By: fclem, brecht
Differential Revision: https://developer.blender.org/D7108
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This adds new callbacks to `bNodeSocketType` and `bNodeType`.
Those are used to generate a multi-function network from a node
tree. Later, this network is evaluated on e.g. particle data.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D8169
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I have to add some C++ code in callbacks for socket types
for the new particle system.
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Doing this so that I turn this into a .cc file.
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It was only checking for the identifier, but the type has to be equivalent as well.
Reviewers: mano-wii, brecht
Differential Revision: https://developer.blender.org/D8101
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This commit adds a new model to the Sky Texture node, which is based on a
method by Nishita et al. and works by basically simulating volumetric
scattering in the atmosphere.
By making some approximations (such as only considering single scattering),
we get a fairly simple and fast simulation code that takes into account
Rayleigh and Mie scattering as well as Ozone absorption.
This code is used to precompute a 512x128 texture which is then looked up
during render time, and is fast enough to allow real-time tweaking in the
viewport.
Due to the nature of the simulation, it exposes several parameters that
allow for lots of flexibility in choosing the look and matching real-world
conditions (such as Air/Dust/Ozone density and altitude).
Additionally, the same volumetric approach can be used to compute absorption
of the direct sunlight, so the model also supports adding direct sunlight.
This makes it significantly easier to set up Sun+Sky illumination where
the direction, intensity and color of the sun actually matches the sky.
In order to support properly sampling the direct sun component, the commit
also adds logic for sampling a specific area to the kernel light sampling
code. This is combined with portal and background map sampling using MIS.
This sampling logic works for the common case of having one Sky texture
going into the Background shader, but if a custom input to the Vector
node is used or if there are multiple Sky textures, it falls back to using
only background map sampling (while automatically setting the resolution to
4096x2048 if auto resolution is used).
More infos and preview can be found here:
https://docs.google.com/document/d/1gQta0ygFWXTrl5Pmvl_nZRgUw0mWg0FJeRuNKS36m08/view
Underlying model, implementation and documentation by Marco (@nacioss).
Improvements, cleanup and sun sampling by @lukasstockner.
Differential Revision: https://developer.blender.org/D7896
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Differential Revision: https://developer.blender.org/D7827
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This use the latest GPUTexture change to use the sampler state to avoid
the pole issues instead of using GLSL hacks.
This should fix T73942: Eevee mipmaps not respecting border mode.
Note that this also fix some discrepencies between cycles and eevee (like
boxmapping + clip).
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This use the latest GPUTexture change to use the sampler state to avoid
the pole issues instead of using GLSL hacks.
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This bridge between the new sampler state support from GPUTexture and
draw material handling.
The Sampler State is just the one from the texture for now. No change in
logic.
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These are the modifications:
-With DRW modification we reduce the number of passes we need to populate.
-Rename passes for consistent naming.
-Reduce complexity in code compilation
-Cleanup how renderpass accumulation passes are setup, using pass instances.
-Make sculpt mode compatible with shadows
-Make hair passes compatible with SSS
-Error shader and lookdev materials now use standalone materials.
-Support default shader (world and material) using a default nodetree internally.
-Change BLEND_CLIP to be emulated by gpu nodetree. Making less shader variations.
-Use BLI_memblock for cache memory allocation.
-Renderpasses are handled by switching a UBO ref bind.
One major hack in this patch is the use of modified pointer as ghash keys.
This rely on the assumption that the keys will never overlap because the
number of options per key will never be bigger than the pointed struct.
The use of one single nodetree to support default material is also a bit hacky
since it won't support concurent usage of this nodetree.
(see EEVEE_shader_default_surface_nodetree)
Another change is that objects with shader errors now appear solid magenta instead
of shaded magenta. This is only because of code reuse purpose but could be changed
if really needed.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7642
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other scenes
Current implementation would update the nodetree of the freestyle scene not the composite scene.
Reviewed By: Dalai Felinto
Differential Revision: https://developer.blender.org/D7770
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The previous code only handled the RGBA socket case. For vectors, we simply
use the average of the 3 compoments. This is done using a temp Vector Math
node using the dot operation.
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D7494
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D7424
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Reviewers: brecht
Differential Revision: https://developer.blender.org/D7422
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This commit adds the initial set of particles nodes. These are fairly
low level and are expected to be put into groups that we ship with Blender.
See D7384 for a description of the individual nodes.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7384
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These socket types will be necessary for particle nodes.
The way these sockets are drawn can be changed separately.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7349
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Those new socket types will be necessary for particle nodes.
The main difficulty with adding these socket types is that they
are the first that reference ID data in their `value`.
Therefore, user counting code had to be added in a couple new places.
Reviewers: brecht, mont29
Differential Revision: https://developer.blender.org/D7347
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This implements a new builtin node tree type called `SimulationNodeTree`.
It is not yet embedded in the `Simulation` data block.
The node tree will initially be used for the new particle nodes system.
When the cmake option `WITH_NEW_SIMULATION_TYPE` is enabled, a new
`Simulation Editor` is shown in the editors menu (which is just a node editor).
This patch does not add entries to the Add Node menu, so it is empty.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7287
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To make it clear that's not in the 0..1, but more of a terrain height value
without a strict range.
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Currently in fractal_noise functions, each subsequent octave doubles the
frequency and reduces the amplitude by half. This patch introduces Roughness
input to Noise and Wave nodes. This multiplier determines how quickly the
amplitudes of the subsequent octaves decrease.
Value of 0.5 will be the default, generating identical noise we had before.
Values above 0.5 will increase influence of each octave resulting in more
"rough" noise, most interesting pattern changes happen there. Values below
0.5 will result in more "smooth" noise.
Differential Revision: https://developer.blender.org/D7065
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