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 |
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