July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Do the SSR pass only for probes if there is no valid double buffer. This prevent black reflection when initializing SSR. |
July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Add mipmap filtering and bias to reduce noise. Also fix the roughness factors. |
July 24, 2017, 13:28 (GMT) |
Eevee: Fix glossy node roughness. |
July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Don't block the ray if tracing behind object. This requires to check for backface after a hit. |
July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Add per pixel resolve of multiple rays. |
July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Add roughness random rays. |
July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Add double buffer so we can read previous frame color. Also add simple reprojection and screen fade to the SSR resolve pass. |
July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Make raymarch step bigger. |
July 24, 2017, 13:28 (GMT) |
Eevee: Fix Shader compilation. |
July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Add simple raytracing. Still imprecise. |
July 24, 2017, 13:28 (GMT) |
Eevee: Fix clip/hashed alpha prepass/shadow crash. |
July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Encode Normal in buffer and add cubemap fallback. 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. |
July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Output ssr datas to buffers. 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. |
July 24, 2017, 13:28 (GMT) |
Eevee: Ssr: Add ssr id to glossy nodes. An id is given to each glossy node in order to determine which specular lobe is using ssr. |
Revision ba8737c by Howard Trickey July 24, 2017, 13:04 (GMT) |
Revert "Merged changes from soc-2017-vertex_paint" This reverts commit de3ee9f7bbedc246df67874ef6a48440ff24d8db. |
July 24, 2017, 13:02 (GMT) |
Fix T50039: texture paint soften strength not working with float images. |
Revision de3ee9f by Howard Trickey July 24, 2017, 13:02 (GMT) |
Merged changes from soc-2017-vertex_paint commit 90e0c31c72d351d10044bc3579c23497b2fd51ec Author: Darshan Kadu <darsh7807@gmail.com> Date: Sat Jul 22 15:41:36 2017 +0530 added the color lock in vertex paint commit 076b351b2c805d153c242c58fdf61aaffa9338e4 Author: Darshan Kadu <darsh7807@gmail.com> Date: Thu Jul 20 19:46:12 2017 +0530 now alpha blends same as the rgb colors commit 4ed7bc28930fc3765be57737936bb4a15f0b9840 Author: Darshan Kadu <darsh7807@gmail.com> Date: Tue Jul 18 23:41:56 2017 +0530 modified the ply importer to take alpha in vpaint commit b36f866799f843156e4f1deb86e3a6f1c07f9989 Author: Darshan Kadu <darsh7807@gmail.com> Date: Tue Jul 18 13:21:22 2017 +0530 removed the traces of printf() which was slowing the painting commit 986018165b4b32ee382d16ad3e1af5399d76acb7 Author: Darshan Kadu <darsh7807@gmail.com> Date: Fri Jul 14 14:09:45 2017 +0530 now alpha effect can be seen in 3d view in vpaint commit fa889d2ad9321213b6a9519830fef46c070b1ab5 Author: Darshan Kadu <darsh7807@gmail.com> Date: Thu Jul 13 10:31:50 2017 +0530 added alpha support to the collada exporter for vpaint commit 5acf2e1a95b75da0eccbb94e1fc7e18074341b0c Author: Darshan Kadu <darsh7807@gmail.com> Date: Wed Jul 12 12:34:17 2017 +0530 added the addons to script folder, alpha supprt for fbx and oly commit 97e46b5e1450bdb18b96a61a98fcf7248cd2d9ce Author: Darshan Kadu <darsh7807@gmail.com> Date: Sun Jul 9 13:53:15 2017 +0530 added the alpha along with rgb in .ply exporter in vpaint commit e486461f23d1eacf009a097c890181304428edee Author: Darshan Kadu <darsh7807@gmail.com> Date: Sat Jul 8 00:39:24 2017 +0530 added the alpha channel in vpaint a slider and change in ply exporter commit db3441c8c5c6526162bc850d3514c86e3b27ebdd Author: Darshan Kadu <darsh7807@gmail.com> Date: Sat Jul 1 12:29:50 2017 +0530 finalised 1 = white and 0 = black for weight to vertex converter commit bf6338c48184e528880e48043964ae7b4189ae57 Author: Darshan Kadu <darsh7807@gmail.com> Date: Fri Jun 30 16:25:08 2017 +0530 added the weight to paint converter as option in paint in verte xpainting and weight in weight painting commit 1a77b5fe7b68bc17cdbc0ff290018b2409fd211d Author: Darshan Kadu <darsh7807@gmail.com> Date: Thu Jun 29 14:34:12 2017 +0530 removed the redundant code commit 28e4e9b0247e001d10e90f5ed5f3be0866e6e9c6 Author: Darshan Kadu <darsh7807@gmail.com> Date: Thu Jun 29 14:03:51 2017 +0530 added weight to vertex paint converter commit 88936370487d2ca83dfd80bd49f931734aa0cf1c Author: Darshan Kadu <darsh7807@gmail.com> Date: Tue Jun 27 10:16:33 2017 +0530 fixed a bug for vertex mask selection commit 444ad728cd4df291bd19b814f390f6977ee3ddb6 Author: Darshan Kadu <darsh7807@gmail.com> Date: Sat Jun 24 00:33:33 2017 +0530 added non-occluded mode for the weight painting commit 39a2294d38b0e740dbef47b423b78141d5a6d5a0 Author: Darshan Kadu <darsh7807@gmail.com> Date: Thu Jun 22 15:55:08 2017 +0530 added the non-occluded mode commit 72533b087acc69ae1f4fa6ec750ca50979ae278f Author: Darshan Kadu <darsh7807@gmail.com> Date: Tue Jun 13 14:04:55 2017 +0530 added vertex mask feature commit b7532023812b9f3855f74a9da6f3b8986605f3a3 Author: Darshan Kadu <darsh7807@gmail.com> Date: Sun Jun 11 18:32:04 2017 +0530 added accumulate option commit a03922f02347a0d16a6580f38fdb7dc76b887f53 Author: Darshan Kadu <darsh7807@gmail.com> Date: Sat Jun 10 14:13:31 2017 +0530 corrected typo mistake in difference blend mode commit 3138c32878e5b75fc92a79ef331f046b87e2dd8b Author: Darshan Kadu <darsh7807@gmail.com> Date: Sun Jun 4 22:57:59 2017 +0530 added softlight,exclusion,luminocity,saturtion,hue blend modes commit b72aff483fbe6ce84dab9b5a23f6ca6f0c96988c Author: Darshan Kadu <darsh7807@gmail.com> Date: Sat Jun 3 10:21:09 2017 +0530 added Color Dodge, Difference, Screen, Hardlight, Overlay blend modes commit 29645a58384273512560c6b27eb1c979ea514682 Author: Darshan Kadu <darsh7807@gmail.com> Date: Thu Jun 1 14:04:06 2017 +0530 applied patch D2150.id8618.diff and fixed versioning_270.c |
July 24, 2017, 13:00 (GMT) |
Initialize scene layer for evaluation context used by preview renderer Ideally need to clean and sane and impossible-to-break way of making sure evaluation context is fully initialized, but that would need some thoughts and experimentation. |
Revision 8222cf1 by Howard Trickey July 24, 2017, 13:00 (GMT) |
Merge branch 'master' into experimental-build |
July 24, 2017, 12:50 (GMT) |
Render preview: Always make sure all ID datablocks references by objects are in bmain Otherwise we'll have confused dependency graph builder, which wouldn't be able to build proper graph. Didn't find a way to avoid world copy here, we can probably escape with some shallow copy here, but that will currently complicate code a lot. Ideas to consider here: - Use shallow copy of existing world after new ID management API is in place. Downside would be thread safety, kind of nice to have everything local. - Switch depsgraph away from ID_TAG and do hash lookup or so. This will slow down depsgraph builder, but will make code more reliable. |
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