Age | Commit message (Collapse) | Author |
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Also move descriptions into doxy header
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Suggested by Campbell, thanks!
Also moved the exception into own function and improved comments.
Fixes T53008.
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The bug was affecting the ability to correctly edit the expected SSS profile.
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D2820 by @col-one w/ edits
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Redo system will set depsgraph to NULL, so need to ensure it exists.
Reported by Julian in IRC, thanks!
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This way hair system used for static forest does not make playblack slow.
A bit dangerous, but let's see how far we can go!
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UV project mixed up global/local space,
3D cursor offset didn't take object scale into account.
Minor improvements:
- Match Cube Project 'center' behavior w/ sphere & cylinder.
- Add active-element center.
- Wrap UV's in Cube Project based on center instead of first vertex.
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'function': incompatible types - from 'int *' to 'short *'
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It wasnt really hard except from the wierd sharpness 0.5 multiplication.
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This seems to be a correct implementation of the same diffusion profile as Cycles uses by default.
There are a few bias though:
- We consider _A_ the albedo to be 1 when evaluating _s_.
- We use a factor of 0.6 when computing _d_ to match more or less cycles results.
Note that doing per pixel jittering does bias the result even further (loss of energy).
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Differential Revision: D2914
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Quite similar to string ones actually, except more generic. Used in
id_override_static branch currently.
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Conflicts:
source/blender/blenlib/BLI_math_matrix.h
source/blender/blenlib/intern/math_matrix.c
source/blender/blenlib/intern/rand.c
source/blender/editors/animation/anim_channels_edit.c
source/blender/makesrna/intern/rna_mask.c
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Considerable non-trivial merge conflict fixes.
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The loc one (shift-alt-G) was same as 'remove selected from active group'
action... Clear delta transform is not a common operation, so we can
live without a default shortcut for it.
Note that using same key (G) in same space for two completely different
kind of operations is probably a rather bad thing, nice topic for future
keymap work. ;)
Probably nice to have in 2.79a.
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This does NOT do the SSS diffusion when rendering probe but at least you can see your object without SSS in reflections / bounce light.
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This was caused by 93936b8643b9c4f77fe13d35b41ecaa246843dd8
From GL spec :
GL_INVALID_OPERATION is generated if mask contains GL_DEPTH_BUFFER_BIT or GL_STENCIL_BUFFER_BIT and the source and destination depth and stencil formats do not match.
So blitting framebuffer with depth or stencil require the SAME FORMAT.
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Ideally we could just declare abort, but this has attributes
based on the platform, so include stdlib instead.
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The issue was caused by SpinLock implementation in old pthreads we ar eusing on
Windows. Using newer one (2.10-rc) demonstrates same exact behavior. But likely
using own atomics and memory barrier based implementation solves the issue.
A bit annoying that we need to change such a core part of Blender just to make
specific CPU happy, but it's better to have artists happy on all computers.
There is no expected downsides of this change, but it is so called "works for
me" category. Let's see how it all goes.
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This was done nearly everywhere already
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This causes source files to depend on ghash header
for BLI_string/rect/listbase.
Also quiet warnings.
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Samples : pretty self explanatory.
Jitter Threshold : Reduce cache misses and improve performance (greatly) by lowering this value. This settings let user decide how many samples should be jittered (rotated) to reduce banding artifacts.
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How to use:
- Enable subsurface scattering in the render options.
- Add Subsurface BSDF to your shader.
- Check "Screen Space Subsurface Scattering" in the material panel options.
This initial implementation has a few limitations:
- only supports gaussian SSS.
- Does not support principled shader.
- The radius parameters is baked down to a number of samples and then put into an UBO. This means the radius input socket cannot be used. You need to tweak the default vector directly.
- The "texture blur" is considered as always set to 1
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A stencil mask is now assigned to each shading group and the stencil test is defined like the depth test via the DRW_STATE_* defines.
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Theses will be used by eevee SSS.
TODO: only allocate stencil if needed.
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