Age | Commit message (Collapse) | Author |
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Replace legacy view matrix access with same one used by Eevee.
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Freestyle Python scripts need to get the evaluated view layer and scene,
not the original one.
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For now this is not part of copy-on-write, and needs extra animation
evaluation.
Reviewers: sergey, brecht
Maniphest Tasks: T59939
Differential Revision: https://developer.blender.org/D4140
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The problem here was that when a render result is allocated, the standard render passes are added according to the
pass bitfield. Then, when the render engine sets the result, it adds the additional passes which are then merged
into the main render result.
However, when using Save Buffers, the EXR is created before the actual render starts, so it's missing all those
additional passes.
To fix that, we need to query the render engine for a list of additional passes so they can be added before the EXR
is created. Luckily, there already is a function to do that for the node editor.
The same needs to be done when the EXR is loaded back.
Due to how that is implemented though (Render API calls into engine, engine calls back for each pass), if we have
multiple places that call this function there needs to be a way to tell which one the call came from in the pass
registration callback. Therefore, the original caller now provides a callback that is called for each pass.
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Without this clang-format may wrap them onto a single line.
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Without this clang-format may wrap them onto a single line.
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Since there will be no view layer overrides in 2.80, this is needed still.
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- 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
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Helps separate variable names from descriptive text.
Was already used in some parts of the code,
double space and dashes were used elsewhere.
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Basically what we address here is to make sure the active object and the cage
are not interferring with the baking result (e.g., when baking Combined).
To do so, we take advantage of the fact that we create our own depsgraph
for baking. So now we can change the cowed objects, instead of the
original ones.
Note: There is still a way to get a crash. If you try to bake from
selected to active when is_cage, but with no cage object, we get an
assert:
```
BLI_assert failed: //source/blender/blenkernel/intern/DerivedMesh.c
mesh_calc_modifiers(), at
(((Mesh *)ob->data)->id.tag & LIB_TAG_COPIED_ON_WRITE_EVAL_RESULT) == 0
```
We can bypass this by passing ob_low instead of ob_low_eval to
bake_mesh_new_from_object on object_bake_api.c:847 . But then the edge
split modifier change will take no effect.
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Since we started using looptris we no longer need a triangulation
modifier in the highpoly object. In fact having was causing a bug
where baking would be utterly broken.
This fix normal baking. Combined pass still needs a fix to hide the
objects during baking.
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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
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For now this is not part of copy-on-write, and needs extra animation evaluation.
Differential Revision: https://developer.blender.org/D4019
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Also use unsigned shifting for values not in int range.
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Currently this is possible after built-in images are loaded in memory.
Allows to save memory used by dependency graph and copy-on-write.
In practice this lowers peak system memory usage from 52GB to 42GB on
a production file of spring 03_035_A.lighting.
Note, that this only applies to F12 and command line renders.
Bigger note, that this optimization is currently only possible if
there are no grease pencil objects to be rendered.
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Makes it simpler to make some changes...
Also fix order of some includes (use alphabetical please).
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That kind of implicit includes should really only be done when totally,
absolutely necessary, and ideally only with rather simple 'second-level'
headers.
Otherwise not being explicit with includes always end up biting in
unexpected ways...
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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.
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Reviewers: brecht
Maniphest Tasks: T57247
Differential Revision: https://developer.blender.org/D3800
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Multires baking still uses DerivedMesh.
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Loop triangles are tessellated triangles create from polygons, for renderers
or exporters that need to match Blender's polygon tesselation exactly. These
are a read-only runtime cache.
Tessfaces are a legacy data structure from before Blender supported n-gons,
and were already mostly removed from the C code.
Details on porting code to loop triangles is in the release notes.
Differential Revision: https://developer.blender.org/D3539
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Differential Revision: https://developer.blender.org/D3736
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Terms get/set don't make much sense when casting values.
Name macros so the conversion is obvious,
use common prefix for easier completion.
- GET_INT_FROM_POINTER -> POINTER_AS_INT
- SET_INT_IN_POINTER -> POINTER_FROM_INT
- GET_UINT_FROM_POINTER -> POINTER_AS_UINT
- SET_UINT_IN_POINTER -> POINTER_FROM_UINT
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Matches threading API.
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With the removal of blender internal, the texture preview had to be
rewritten. Now we evaluate and write the texture directly to the
preview buffer instead of going through the renderer.
Differential Revision: https://developer.blender.org/D3670
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rendering.
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For users it defines how accurate vertex positions are in terms
of limit surface (as in, how close the vertices locations to the
condition when they are calculated for an infinitely subdivided
mesh).
This affects things like:
- Irregular vertices (joint of 3 or more edges)
- Crease
Keep quality value low for performance.
NOTE: Going higher does not necessarily mean real improvement
in quality, ideal case might be reached well before maximum
quality of 10. Quality of 3 is a good starting point.
Internally quality is translated directly to adaptive subdivision
level.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D3599
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