June 5, 2016, 17:48 (GMT) |
Cleanup: Add comments, improve naming, etc |
Revision 554952d by Clément Fukhaut (pbr-viewport) June 5, 2016, 17:45 (GMT) |
Remove SSR distance Fixed Vertex shader not compiling for world nodetree |
Revision d85b6b8 by Clément Fukhaut (pbr-viewport) June 5, 2016, 17:13 (GMT) |
Fixed Planar reflection Added Thickness parameter to SSR |
June 5, 2016, 17:07 (GMT) |
Viewport: Draw objects by iterating over layers Instead of iterating over all objects, we now iterate over layers and the objects inside of them. Later we can skip invisible layers, but they are not supported yet. Objects assigned to multiple layers are currently drawn multiple times, we can avoid this (although it *might* be useful in some cases). Since current code allows objects not being assigned to any layer, un-assigned objects are not drawn at all. To fix this you need to assign them to a layer. |
June 5, 2016, 15:30 (GMT) |
Correction to previous commit |
June 5, 2016, 15:25 (GMT) |
Support assigning objects to layers Selected objects are now assigned to selected layers by pressing the M-key in the layer manager editor. Nothing visible happens then, but objects are now assigned to the layer. Deleting a layer now invokes a popup from which the user can choose to select the layer with or without content. Code still needs more work, but this depends on other changes. Undo/redo and file read/write doesnt' work yet, it's simply crashing. |
Revision db46185 by Clément Fukhaut (pbr-viewport) June 5, 2016, 14:29 (GMT) |
Merge branch 'master' of git://git.blender.org/blender # Conflicts: # source/blender/gpu/shaders/gpu_shader_material.glsl |
Revision d28c4d4 by Clément Fukhaut (pbr-viewport) June 5, 2016, 13:59 (GMT) |
Polishing UI and added new splash |
Revision 96f6372 by Clément Fukhaut (pbr-viewport) June 5, 2016, 13:58 (GMT) |
Added closest filtering. This may not be compatible with all hardware but it's texture binding independant. |
Revision 9c8fbd9 by Clément Fukhaut (pbr-viewport) June 5, 2016, 13:56 (GMT) |
Fix transparent renders. |
June 5, 2016, 07:20 (GMT) |
Added PBVH leaf painting to vertex paint. Weight painting not implemented, but wont take long at all to do. |
June 4, 2016, 22:20 (GMT) |
just some ui changes for the liquid domain switcher |
June 4, 2016, 22:18 (GMT) |
Add common shortcuts X/Del - Delete layers Ctrl+G - Add selected to new group Ctrl+N - Add new layer |
June 4, 2016, 20:04 (GMT) |
added some liquid domain flags. mantaflow needs to know what domain to setup |
June 4, 2016, 19:54 (GMT) |
Cycles: Separate the render result for selective denoising This commit finally implements the selective denoising pass writing. With this commit, the denoising feature passes and therefore the changes to the regular Cycles kernels should be finished. |
June 4, 2016, 19:50 (GMT) |
Cycles: Refactor storing of the integration result This commit refactors how the integration result is stored: Instead of summing up the PathRadiance in the integration function and returning the final color, the integration function now fills a PathRadiance passed to it and just returns the alpha value. The main kernel function then passes that PathRadiance to kernel_write_result, a new function which then handles summing, clamping and storing of light and combined passes. This commit by itself shouldn't change existing behaviour, but is needed for the upcoming selective denoising. |
June 4, 2016, 19:45 (GMT) |
Cleanup: Avoid hardcoded view coordinates |
June 4, 2016, 19:41 (GMT) |
Cycles: Write denoising feature passes With this commit, the newly added passes finally get some content. The three explicitly stored features are the surface normal, the albedo of the surface and the path length from the camera. These features will be used by the denoiser to "understand" where differences in lighting come from - for example, the normal pass allows the denoiser to smooth the noise on a wall, but keep the edge in the corner of the room perfectly sharp. To preserve small detail like bumpmapped reflections, the actual normal used for shading is stored instead of the surface normal which is used for the regular Normal pass. The main purpose of the albedo pass is to preserve fine texture detail, but can also help to detect object borders. The depth pass helps for some edges where both surfaces have the same orientation (so that normal don't help), but its variance also helps to detect depth-of-field blurring. The real image passes aren't stored yet because they still require a bit of refactoring. |
Revision fbf7e5a by Clément Fukhaut (pbr-viewport) June 4, 2016, 19:38 (GMT) |
-Finished SSR Integration -Added HiZ bufffer generation for future HiZ raytracing -Rewritten probe choosing code -Fixed glossy aniso mistakes |
June 4, 2016, 19:37 (GMT) |
Cycles: Add a roughness variable to ShaderClosures to be used for the denoise feature heuristic To produce better results for sharp reflections/refractions, the denoise features are only written at the first rough/diffuse bounce. To determine whether the current bounce is rough/diffuse or not, the roughness of the individual closures will be used. Also, the PathState tracks the total length of the path, for the same reason (it might not be written at the first bounce). |
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