Blender Git Commit Log

All Blender Git commits.

Page: 3764 / 8462

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.
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.
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.
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.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021