September 2, 2019, 14:41 (GMT) |
DRW: Add line offset to DRW_STATE_SHADOW_OFFSET This is needed for hairs. |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadows: Improve contact shadows Contact shadows now follow the shadowmap direction. This means it matches the shadowmap blur that is proportional to the light radius. Moreover this adds a more efficient bias for most contact shadows. |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadow: Speedup: Use only 2 sample for cascaded shadowmap |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadow: Remove receiver plane bias and use hardware filtering In an attempt to simplify the shadowing in eevee, we remove the bias and filtering option. Now the shadowmap always get the minimum constant and slope bias and we only do a bilinear shadow filtering. This means the shadow is as sharper and exact as the shadow map format allows (bitdepth and size). Only the lamp size can change the shadow softness. |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadow: Make sun clip distances automatic This simplify sun lights setup and matches more cycles behavior. |
September 2, 2019, 14:41 (GMT) |
Eevee: Remove ESM and VSM code |
September 2, 2019, 14:41 (GMT) |
Eevee: Shadows: Add Receiver Plane Depth Bias This bias replace the previous bias method. The bias is now scalled to have the correct depth of the triangle at the sample location. This is done by computing the actual depth that would be recorded in the shadowmap at the texels locations, if the triangle was extrapolated. This leads to less shadow acne and it ensure the bias is always the minimum amount that ensure correct shadowing. However this technique is not failure free and if the receiver is nearly parallel to the light, the bias is nearly infinite and light leaking occurs. For this reason I decided to cap the bias by the bias parameter to tweak between shadow acne and light leaking. |
September 2, 2019, 14:41 (GMT) |
Eevee: Replace ESM and VSM by PCF shadow mapping PCF shadowmaps are less prone to light leaking and are faster to render. This remove a substantial part of the shadowing code. |
September 2, 2019, 14:41 (GMT) |
DRW: Add shadow bias state This state add shadowmap bias to avoid most of self shadowing. |
September 2, 2019, 14:41 (GMT) |
Eevee: SSS: Refactor translucency This separate the translucency evaluation to be outside of surface eval. This as the benefit to reduce code complexity and remove the need for shadow map (non-test) sampler in the shading pass. One big change is that bsdf intensity is multiplied and stored with the albedo color instead of the sss irradiance. This is in order to apply it to both the translucency and the sss diffusion. This change the look of mixed SSS shaders which is now closer to cycles. Performance cost is negligeable. # Conflicts: # source/blender/gpu/shaders/gpu_shader_material.glsl |
September 2, 2019, 14:39 (GMT) |
Gray out number increment/decrement button for file open operations The buttons are shown in the file browser context menu. |
September 2, 2019, 14:38 (GMT) |
Eevee: SSS: Refactor to use less memory and always use separate albedo This refactor reduce the Memory overhead of SSS and enables us to always use separate albedo. Previously we used 128bits/px for SSS data and 32bits/px for albedo. Now we use 112bits/px for SSS data & separate albedo altogether. This refactor is needed for PCF shadow maps. # Conflicts: # source/blender/gpu/shaders/gpu_shader_material.glsl |
September 2, 2019, 14:30 (GMT) |
GPUFramebuffer: Bump max color attachement to 6 |
September 2, 2019, 14:14 (GMT) |
Fix empty tool settings region with old files E.g. visible in the VSE workspace. Also removes redundant NULL checks (do_versions_find_region asserts, and AFAIK they should never be NULL) |
Revision d2fe280 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) September 2, 2019, 14:09 (GMT) |
improved Change Particle Velocity node |
September 2, 2019, 13:43 (GMT) |
Merge branch 'master' into filebrowser_redesign |
Revision fce176d by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) September 2, 2019, 13:40 (GMT) |
fix mesh emitter action context |
Revision 49b6e1d by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) September 2, 2019, 13:13 (GMT) |
abstract mesh surface action context |
Revision 2708169 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) September 2, 2019, 13:07 (GMT) |
rename |
Revision 4d46c48 by Jacques Lucke (builtin-simulation-nodes, functions, functions-experimental-refactor, particle-solver-dev, simulation-tree) September 2, 2019, 12:42 (GMT) |
Merge branch 'master' into functions |
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Master Commits
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