Blender Git Commits

Blender Git commits from all branches.

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