Blender Git Commit Log

All Blender Git commits.

Page: 2747 / 8462

January 18, 2019, 00:47 (GMT)
Merge branch 'blender2.7'
January 17, 2019, 23:58 (GMT)
Fix T56799: Custom render passes missing when using Save Buffers

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.
January 17, 2019, 23:58 (GMT)
Render API: Fix detection of duplicate render passes
January 17, 2019, 22:31 (GMT)
UI: only reset eyedropper on cancel when set
January 17, 2019, 22:29 (GMT)
Fix color picker cancel setting the color to black
January 17, 2019, 21:59 (GMT)
Cleanup: style
January 17, 2019, 20:17 (GMT)
Audaspace: porting changes from upstream.

- Silence some warnings.
- Fix: Python API memory leak.
- Fix for T54490: VSE breaks when I insert or remove headphones
January 17, 2019, 19:34 (GMT)
GP: Fix Fill Topbar

The column layout is not supported as expected.

Anyway, there is a bug in topbar when the size of the parameters is too big.
January 17, 2019, 19:03 (GMT)
Physically based defaults for Eevee Bloom and Shutter

Some of Eevee's Bloom defaults are not very good for physically based rendering. This patches addresses this issue.

This picture shows one of the problems with current default. Bloom looks very foggy:
{F6280495}
Even worse, light emitters much dimmer than the Sun can make everything equally hazy if Clamp is set to 1.0 and intensity to 0.8 (current default). Artists often forget to adjust Clamp value and do not know what value to use for realistic intensity. Also, currently both Clamp and Intensity do not have good UI ranges. This is why often Eevee renders end up very hazy and bloom often does not look right.

Bloom effect plays important role to help to distinguish between bright and relatively dim light sources. With current defaults this is broken because Clamp set to 1.0. Also, it cannot be disabled if set to 0 like expected. This patch fixes this and sets it to 0 by default. If users need to clamp, they can do so easily with UI range up to 1000. This range is good enough for most cases and provides enough precision to control lower values, and the highest value helps to limit bloom from the Sun if necessary and will leave untouched most other light emitters. If needed, much higher values for Clamp can be entered manually up to 100000. 10000 is still affects the Sun, but up to 100000 highest limit allows to clamp anything that is much brighter than the Sun if user needs to limit bloom in such cases (for example, bright explosion in the sky or anything else very bright).

I propose new default for bloom Intensity - 0.05 and UI range to suggests realistic values. Bloom Intensity > 0.1 is not realistic for clean lens but the user can enter manually much larger values if needed.

For comparison, here is a my own photo with and without bloom caused by the Sun (on second photo the Sun was occluded with an object).
{F6280500}
{F6280492}
In real life bloom is much more subtle and does not look hazy. If Clamp is disabled, then out of 0.1, 0.05 and 0.025 values I have tried, 0.05 looks most similar to the photo. Here is test render with and without bloom with the Sun in similar position like on the photo:
{F6280496}
{F6280494}
Using color probe 27x27 I compared lightness below the horizon under the Sun. In rendered by Eevee images lightness difference was 17. In case of the photos lightness difference in similar place was 11. I then compared leftmost spot (also below the horizon) and lightness difference was approximately 2 between two photos and 1 between rendered images. In other words, with these settings bloom effect is not too strong and is not too weak. Visually it may seem like decreasing bloom intensity may increase photorealism, but then bloom effect would be too localized even for the Sun.

Besides this single test, I tested in many other scenes as well, with and without the Sun, with different HDRIs, and as far as I can tell 0.05 intensity turned out to be good default - it produces bloom strong enough to be noticeable and not too hazy.

In Cycles shutter default value is 0.50, so for consistency set to 0.5 by default in Eevee too. Besides, 0.5 is typical standard for real cameras, and values higher than 0.5 usually are needed only if very strong motion blur is desired.

Here is summary of all changes:

Bloom Intensity: 0.8 > 0.05
Bloom Intensity UI range: 0-10 > 0-0.1
Bloom Clamp: 1.0 > 0.0 (disabled by default)
Bloom Clamp manual range: 0-1000 > 0-100000
Bloom Clamp UI range: 0-10 > 0-1000
Shutter: 1.0 > 0.5

This patch is related to the discussion in this thread, there are more examples of what bloom will look like with 0.05 intensity by me and others:
https://devtalk.blender.org/t/eevee-needs-to-have-physically-based-defaults/4700

Reviewers: fclem

Reviewed By: fclem

Subscribers: pablovazquez, billreynish, rboxman

Tags: #eevee

Differential Revision: https://developer.blender.org/D4212
January 17, 2019, 18:48 (GMT)
GPUInterface: Add builtin check in uniform location request.

This is a compile time option to remove the unecessary uniform queries.
January 17, 2019, 18:48 (GMT)
DRW: Make missing uniform debuging print only once
January 17, 2019, 18:48 (GMT)
DRW: Use name buffer to request uniform location before drawing.

This is in order to avoid GL call during the "cache creation" phase and
support multithreading.
January 17, 2019, 18:48 (GMT)
Fix T60545: Buffer overflow in selection batch creation

Use loose_edges and loose_verts buffer instead of detecting them manually.
January 17, 2019, 18:44 (GMT)
GPU: Rename GPU_shader_get_uniform to GPU_shader_get_uniform_ensure

This is in order to make the API more multithread friendly inside the
draw manager.

GPU_shader_get_uniform will only serve to query the shader interface and
not do any GL call, making it threadsafe.

For now it only print a warning if the uniform was not queried before.
January 17, 2019, 18:34 (GMT)
Merge branch 'master' into greasepencil-object
January 17, 2019, 18:33 (GMT)
GP: Make Close fill strokes visible
January 17, 2019, 15:36 (GMT)
Fix T60558: Cycles viewport render mismatch when the camera is a light.
January 17, 2019, 14:04 (GMT)
Preferences: fit a little better when opened in place of properties editor.
January 17, 2019, 11:57 (GMT)
GP: Fill: Tweaks

+ Made Dilate an option for all fill modes for testing purposes
+ Pixel shift is enabled for all modes
January 17, 2019, 11:41 (GMT)
Fix wrong placement of allow negative frames preference.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021