From 073624d4cccdae8c42a7d44c732dbcb43bb4cfa6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Fri, 16 Aug 2019 21:28:32 +0200 Subject: Eevee: Improve Test setup - Remove use_screen_refraction as it conflict with SSR and SSS - Increase GTAO distance - Add a simple lightprobe setup that works well in most cases - Enable soft shadows Baking the lightprobes adds some overhead to the test time (+33%). Reviewers: brecht Differential Revision: https://developer.blender.org/D5507 --- tests/python/eevee_render_tests.py | 48 +++++++++++++++++++++++++++++++++++++- 1 file changed, 47 insertions(+), 1 deletion(-) (limited to 'tests/python') diff --git a/tests/python/eevee_render_tests.py b/tests/python/eevee_render_tests.py index 0875e4b171a..6719971837a 100755 --- a/tests/python/eevee_render_tests.py +++ b/tests/python/eevee_render_tests.py @@ -18,17 +18,63 @@ def setup(): scene = bpy.context.scene eevee = scene.eevee + eevee.use_soft_shadows = True + eevee.use_ssr = True eevee.use_ssr_refraction = True + eevee.use_gtao = True + eevee.gtao_distance = 1 eevee.use_volumetric_shadows = True eevee.volumetric_tile_size = '2' for mat in bpy.data.materials: - mat.use_screen_refraction = True + # This needs to be enabled case by case, + # otherwise we loose SSR and GTAO everywhere. + # mat.use_screen_refraction = True mat.use_sss_translucency = True + # Simple probe setup + bpy.ops.object.lightprobe_add(type='CUBEMAP', location=(0.5, 0, 1.5)) + cubemap = bpy.context.selected_objects[0] + cubemap.scale = (2.5,2.5,1.0) + cubemap.data.falloff = 0 + cubemap.data.clip_start = 2.4 + + bpy.ops.object.lightprobe_add(type='GRID', location=(0, 0, 0.25)) + grid = bpy.context.selected_objects[0] + grid.scale = (1.735,1.735,1.735) + grid.data.grid_resolution_x = 3 + grid.data.grid_resolution_y = 3 + grid.data.grid_resolution_z = 2 + + try: + # Try to only include the plane in reflections + plane = bpy.data.objects['Plane'] + + collection = bpy.data.collections.new("Reflection") + collection.objects.link(plane) + # Add all lights to light the plane + if invert == False: + for light in bpy.data.objects: + if light.type == 'LIGHT': + collection.objects.link(light) + + # Add collection to the scene + scene.collection.children.link(collection) + + cubemap.data.visibility_collection = collection + except: + pass + + eevee.gi_diffuse_bounces = 1 + eevee.gi_cubemap_resolution = '128' + eevee.gi_visibility_resolution = '16' + eevee.gi_irradiance_smoothing = 0 + + bpy.ops.scene.light_cache_bake() + # When run from inside Blender, render and exit. try: -- cgit v1.2.3