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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.
2017-10-27GPUMaterial: Add a domain property.Clément Foucault
This let us know efficiently if a material has a dedicated nodetree for each of it's output node input. Only works for Eevee at this moment.
2017-10-21Merge branch 'master' into blender2.8Campbell Barton
2017-10-20Fix compositor node links getting lost on file load for custom render passes.Brecht Van Lommel
2017-10-16Silence warningDalai Felinto
2017-10-16Workspace: Move engines to workspace and Properties Editor cleanupDalai Felinto
Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
2017-10-16Fix compatibility flag for nodetreeDalai Felinto
NODE_NEWER_SHADING was introduced in e868b459bb8e however it should have been added as a bitflag. BKE_scene_uses_blender_eevee() was used in gpu_shader_output() as a workaround for compatibility being poorly used. Anyways this fixes this situation. This is necessary for an upcoming patch, even though this is considered temporary - since the other NODE_*_SHADING values are legacy from Blender Internal drawing.
2017-09-20Revert "Fix T52792: Typo in UI label of a HairInfo node socket."Brecht Van Lommel
This reverts commit 8ad479a3227e36b201f740a127c08e29950bb219.
2017-09-20Fix T52792: Typo in UI label of a HairInfo node socket.Bastien Montagne
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
2017-08-29Add utility function to copy default values from one tree to anotherSergey Sharybin
The trees should match in nodes layout completely.
2017-08-21Merge branch 'master' into blender2.8Campbell Barton
2017-08-21Fix T52473: blender internal Fresnel and Layer Weight only work with linked ↵Brecht Van Lommel
normal. Please backport this to 2.79.
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.
2017-08-15Cleanup/refactor: no new general arg-less macros enforcing var names please!Bastien Montagne
We do have an history of those pieces of evil in our code, would be nice to get fully rid of it, but at the very least let's not add more of them in new code. :)
2017-08-09Merge branch 'master' into blender2.8Sergey Sharybin
2017-08-09Fix T52280: The Image node in Compositing can't read Z buffer of openEXR in 2.79Lukas Stockner
As part of the fix for T51587, I removed the Depth output for non-Multilayer images since it seemed weird that PNGs etc. that don't have a Z pass still get a socket for it. However, I forgot about non-multilayer EXRs, which are a special case that can actually have a Z pass. Therefore, this commit brings back the Depth output for non-multilayer images just like it was in 2.78.
2017-08-01Render: make Cycles and Evee support each other's output material nodes.Brecht Van Lommel
This changes the Cycles exporting and Cycles/Eevee UI code to support both output material nodes, giving priority to the renderer native one. Still missing is Eevee code to prefer the Eevee output node.
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.
2017-07-14Implement Uniformbuffer objects for nodetree parametersDalai Felinto
For users that means you can tweak shaders in the nodetree and things are way faster. This is a huge improvement, particularly in systems that have no shader cache. From the code perspective it means we are no longer re-compiling the shader every time a value is tweaked in the UI. We are using uniforms for those values. It would be slow to add that many uniforms for all the shaders. So instead we are using UBO (Uniform Buffer Objects). This fixes the main issue of T51467. However GWN_shaderinterface_create() still needs to be improvedi. When opening a .blend all shaders are compiled once, so optimizing it will bring a measurable impact. ======================================================================== NOTE: This breaks update of Cycles material upon nodetree nodes tweaking. It will be fixed separately by depsgraph, once tackling T51925 (Animated Eevee values slowdown). The idea is to make Depsgraph update more granular. The XXX TODO in rna_nodetree.c will be tackled at that time as well. ======================================================================== Reviewers: sergey, brecht, fclem Differential Revision: https://developer.blender.org/D2739
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 Volume Absorption node.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).
2017-06-30Eevee: 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: Prepare support for future Anisotropic shading.Clément Foucault
2017-06-29Eevee: Add Initial support for Principle BRDF.Clément Foucault
Lots of things not working yet but it's comming.
2017-06-26Merge branch 'master' into blender2.8Campbell Barton
2017-06-22Fix T51863: CompositorNodeSwitchView have the wrong rna APIDalai Felinto
Although the original report was about the docs, the real issue was in the API. My original commit started from a copy-paste from the Switch Node. However I don't use custom1 for thew Switch View node. The docs is slightly incomplete since it would be nice to mention the views here. Or maybe even expose them via Python. But honestly they are generated depending on the scene multi-view settings.
2017-06-21Fix T51849: change Cycles clearcoat gloss to roughness.Brecht Van Lommel
This is compatible with UE4 and more consistent with specular and transmission roughness, even if it deviates from the original Disney BRDF.
2017-06-20Clean node names and organize menus for eeveeLuca Rood
This makes the node menus aware of the Cycles/Eevee distinction, and only show the relevant nodes for the current engine. Names have also been changed to accomodate for the new output node system.
2017-06-20Implement Eevee output node systemLuca Rood
This makes Eevee consistent with Cycles, by having a single output node, and multiple shader nodes that connect to it. Note that node systems for Eevee saved before this will be missing the output node, and thus will show an invalid material. This is easily resolved by connecting the shader output to a new output node.
2017-06-12Merge branch 'master' into blender2.8Sergey Sharybin
2017-06-12Cleanup: indentation, long linesCampbell Barton
2017-06-09Merge branch 'master' into blender2.8Campbell Barton
2017-06-08Cleanup: cmake indentation, missing includeCampbell Barton
2017-06-05Merge branch 'master' into blender2.8Campbell Barton
2017-06-04Fix T51587: Blender fails to interpret a specific layer in OpenEXR ↵Lukas Stockner
multilayer file
2017-06-01Merge branch 'master' into blender2.8Sergey Sharybin
2017-06-01Fix T51687: GPUmat evaluation of shader tree would crash uppon ↵Bastien Montagne
unknown/unsupported socket types. Made this resilient to unknown types, for now. Supporting specific INT sockets (through implicit conversion to GPU_FLOAT ones) is considered nice TODO.
2017-05-22Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenloader/intern/versioning_270.c
2017-05-22Fix T51308: Bright/Contrast Doesn't respect Pre-multiplied AlphaSergey Sharybin
Brightness/contrast node was changing color but did not modify alpha or ensured colors are premultiplied on the output. This was giving artifacts later on unless alpha was manually converted. Compositor is supposed to work in premultiplied alpha (except of some really corner cases) so it makes sense to ensure premultiplied alpha after brightness/contrast node. This is now done as an option enabled by default, so we: (a) Keep compatibility with old files. (b) Have correct behavior for newly created files. Later on we can get rid of this option.
2017-05-19Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenloader/intern/versioning_270.c source/blender/depsgraph/intern/depsgraph_tag.cc source/blender/editors/mask/mask_draw.c
2017-05-18GPUMaterial: Add support for tangent node.Clément Foucault
2017-05-18Fix T51408: Cycles - Principled BSDF Shader - Transparency is not working as ↵Pascal Schoen
expected Renamed the "Transparency" input of the Principled BSDF to "Transmission" and "Refraction Roughness" to "Transmission Roughness".