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May 8, 2021, 19:32 (GMT)
USD Import: fixed unused parameter warning.
May 8, 2021, 18:29 (GMT)
Also version nodes modifier settings
May 8, 2021, 18:24 (GMT)
Whitespace
May 8, 2021, 18:09 (GMT)
Merge branch 'master' into refactor-idprop-ui-data
May 8, 2021, 17:51 (GMT)
USD Import: Commented out unused parameters.
May 8, 2021, 16:57 (GMT)
USD Import: removed unused parameter.

Removed unused Main* argument to the USDStageReader constructor.
May 8, 2021, 15:24 (GMT)
Fix new shadow catcher not handling emissive meshes correctly

These must also be excluded from direct light sampling for the shadow
catcher pass.
May 8, 2021, 01:47 (GMT)
LineArt: Use enum for stroke_depth_order.

This is for gpencil object adding.
May 8, 2021, 01:22 (GMT)
Merge remote-tracking branch 'origin/master' into temp-lineart-contained
May 8, 2021, 01:15 (GMT)
LineArt; intersection flag variables.
May 7, 2021, 23:27 (GMT)
USD IO: updated addons_contrib submodule.
May 7, 2021, 23:25 (GMT)
USD Export: updated export option defaults.

The export_textures and relative_texture_paths options are now
enabled by default.
May 7, 2021, 18:24 (GMT)
Fix UI option label
May 7, 2021, 18:08 (GMT)
Merge branch 'master' into cmp-full-frame

May 7, 2021, 18:01 (GMT)
Add TODO reminder to remove single_threaded flag
May 7, 2021, 17:34 (GMT)
Rename OutputManager to OutputStore
May 7, 2021, 16:28 (GMT)
Merge branch 'master' into greasepencil-object
May 7, 2021, 16:21 (GMT)
Rename ExecutionModel enum to eExecutionModel

May 7, 2021, 16:15 (GMT)
Add UI option in experimental to change execution model

May 7, 2021, 14:43 (GMT)
Cycles X: Initial implementation of shadow catcher

It is re-implemented in a way which does differential rendering: the
path is split at a first non-transparent bounce when shadow catcher
object is hit. One path will track state of the shadow catcher object
without other objects affecting it. The other path is rendering scene
as usual.

Upon user access of the shadow catcher pass the result is calculated
as combined pass divided by the pass with shadow catcher object. This
gives a pass which is to be multiplied with a backdrop to transport
light and shadows caught.

For the artificial objects which are to be added to the backdrop
there is an internal matte pass. This pass is presented as combined
to artists, so they alpha-over it onto the footage as usual. In the
future we might implement shadow approximation to gain old-style
shadow catcher behavior (maybe for compatibility reasons, maybe for
some artistic reasons).

This process is a bit more involved that the old single pass approach,
but it allows to deal with indirect light, caustics.

Example file: {F10059890}
Example result: {F10055172}

The footage is the Old_Factory MVI_4005.mov from

https://cloud.blender.org/training/track-match-blend/56040f9b044a2a00ad6c660d

Differential Revision: https://developer.blender.org/D11172
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021