Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-07-24 | Eevee: SSR: Refactor multiple rays. Plus other changes...temp-ssr | Clément Foucault | |
-Allow a maximum of 4 rays per trace pixel. -Removes parameter Normalize: use normalization all the time now. -Add firefly clamp slider. | |||
2017-07-23 | Eevee: Make MinmaxZ compatible with textureArray | Clément Foucault | |
2017-07-23 | Eevee: Planar Reflection: Remove distance approximation. | Clément Foucault | |
This commit separate the depth texture into another texture array. This remove the need to output radial depth into alpha. Unfortunatly it's difficult to recover position from the non linear depth buffer when applying reflection without adding a bunch of stuff. This is in preparation of SSR planar reflections. | |||
2017-07-23 | Eevee: SSR: Add two hit option. | Clément Foucault | |
This option add another raytrace per pixel, clearing some noise. But multiplying the raytrace cost. | |||
2017-07-22 | Eevee: SSR: Fix Opengl Render. | Clément Foucault | |
Add a constant number of 4 drawing loop to accumulate 4 "bounce" of light in SSRs. | |||
2017-07-22 | Eevee: SSR: Fixed problem with un-initialized texture. | Clément Foucault | |
Also add another debug buffer and cleanup in effect_ssr_frag.glsl | |||
2017-07-22 | Eevee: SSR: Small fixes | Clément Foucault | |
- Encode normals for other opaque bsdf so they are not rejected by the normal facing test. - Early out non reflective surfaces. - Add small offset to raytrace to avoid self intersection. - Fix fallback probes not appearing. | |||
2017-07-22 | Eevee: SSR: Add Weight Normalization option. | Clément Foucault | |
2017-07-22 | Eevee: SSR: Add View Facing fadeout. | Clément Foucault | |
Also make hit boolean depends on hit coord not on pdf. | |||
2017-07-22 | Eevee: SSR: Add fullscreen raytrace option and Screen border factor. | Clément Foucault | |
2017-07-22 | Eevee: SSR: Use noise to dither the stride banding. | Clément Foucault | |
2017-07-22 | Eevee: SSR: Add stride and thickness parameters. | Clément Foucault | |
Also polished the raytracing algorithm. | |||
2017-07-21 | Eevee: SSR: Add fullscreen raytrace. | Clément Foucault | |
2017-07-21 | Eevee: HiZ buffer: Split into two 24bit depth buffer | Clément Foucault | |
This way we don't have float precision issue we had before and we save some bandwidth. | |||
2017-07-21 | Eevee: SSR: Add firefly filter and refine noise reduction. | Clément Foucault | |
Push to 9 resolve sample. Add an normalization as an option since it gives harsh limits. | |||
2017-07-21 | Eevee: Codestyle. | Clément Foucault | |
2017-07-21 | Eevee: SSR: Do the SSR pass only for probes if there is no valid double buffer. | Clément Foucault | |
This prevent black reflection when initializing SSR. | |||
2017-07-20 | Eevee: SSR: Add mipmap filtering and bias to reduce noise. | Clément Foucault | |
Also fix the roughness factors. | |||
2017-07-20 | Eevee: Fix glossy node roughness. | Clément Foucault | |
2017-07-20 | Eevee: SSR: Don't block the ray if tracing behind object. | Clément Foucault | |
This requires to check for backface after a hit. | |||
2017-07-19 | Eevee: SSR: Add per pixel resolve of multiple rays. | Clément Foucault | |
2017-07-19 | Eevee: SSR: Add roughness random rays. | Clément Foucault | |
2017-07-19 | Eevee: SSR: Add double buffer so we can read previous frame color. | Clément Foucault | |
Also add simple reprojection and screen fade to the SSR resolve pass. | |||
2017-07-19 | Eevee: SSR: Make raymarch step bigger. | Clément Foucault | |
2017-07-18 | Eevee: Fix Shader compilation. | Clément Foucault | |
2017-07-18 | Eevee: SSR: Add simple raytracing. | Clément Foucault | |
Still imprecise. | |||
2017-07-18 | Eevee: Fix clip/hashed alpha prepass/shadow crash. | Clément Foucault | |
2017-07-18 | Eevee: SSR: Encode Normal in buffer and add cubemap fallback. | Clément Foucault | |
Normals can point away from the camera so we cannot just put XY in the buffer and reconstruct Z later as we would not know the sign of Z. | |||
2017-07-18 | Eevee: 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. | |||
2017-07-18 | Eevee: 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. | |||
2017-07-18 | Eevee: Avoid crash when using dupli objects. | Clément Foucault | |
This is waiting a for a better solution. | |||
2017-07-18 | Eevee: Fix transparency not drawing after volumetrics. | Clément Foucault | |
Fix T52089, Fix T52091 | |||
2017-07-18 | Eevee: Fix crash with transparency. | Clément Foucault | |
2017-07-18 | Merge branch 'master' into blender2.8 | Campbell Barton | |
2017-07-18 | Cleanup: use WM_event prefix for modal_tweak_exit | Campbell Barton | |
2017-07-18 | WM: move WM_event_is_last_mousemove to the WM API | Campbell Barton | |
2017-07-18 | Merge branch 'master' into blender2.8 | Campbell Barton | |
2017-07-18 | Cleanup: quiet picky warnings | Campbell Barton | |
2017-07-18 | Transform: avoid possible uninitialized var | Campbell Barton | |
2017-07-17 | Work around small DPI resulting in blurry fonts, clamping auto DPI to ↵ | Brecht Van Lommel | |
minimum 96. Since we added auto DPI on Linux, on some systems the UI draws smaller than before due to the monitor reporting DPI values like 88. Blender font drawing gives quite blurry results for such slightly smaller DPI, apparently because the builtin font isn't really designed for such small font sizes. As a workaround this clamps the auto DPI to minimum 96, since the main case we are interested in supporting is high DPI displays anyway. Differential Revision: https://developer.blender.org/D2740 | |||
2017-07-17 | Fix T52090: clarify meaning of EnumProperty number when using ENUM_FLAG. | Brecht Van Lommel | |
2017-07-17 | Fix T51971: IK non-uniform scale regression. | Brecht Van Lommel | |
This is a different fix for the issue from D2088, preserving backwards compatibility for IK stretching. The main problem with this patch is that this new behavior has been there for a year, so it may break rigs created since then which rely on the new IK stretch behavior. Test file for various cases: https://developer.blender.org/diffusion/BL/browse/trunk/lib/tests/animation/IK.blend Reviewers: campbellbarton Subscribers: maverick, pkrime Differential Revision: https://developer.blender.org/D2743 | |||
2017-07-17 | fix T52065: Joint ID was generated wrong for bone animation exports | Gaia Clary | |
2017-07-17 | Removing unused layer TODO placeholders | Dalai Felinto | |
2017-07-17 | Fix shadow geometry shader | Dalai Felinto | |
2017-07-17 | Fix T39925: Set Origin to Geometry on a new text object moves the origin ↵ | Bastien Montagne | |
away from the object No need to take into account font size here... | |||
2017-07-17 | Eevee: Fix double promotion. | Clément Foucault | |
2017-07-17 | Manipulator: allow ID-writing for most callbacks | Campbell Barton | |
2017-07-17 | Manipulator: split alpha out of color property | Campbell Barton | |
Gives more convenient access from Python: `mathutils.Color` Also correct some copy-paste error w/ property subtypes. | |||
2017-07-17 | Fix crash re-registering the same manipulator type | Campbell Barton | |
Wasn't unlinking from the group instance. |