April 27, 2021, 14:20 (GMT) |
cleanup |
April 27, 2021, 13:55 (GMT) |
cleanup |
April 27, 2021, 13:50 (GMT) |
add buttons to header |
April 27, 2021, 13:46 (GMT) |
fixes |
April 27, 2021, 13:41 (GMT) |
add functions to rna |
April 27, 2021, 13:33 (GMT) |
add ED_profiler.h |
April 27, 2021, 13:26 (GMT) |
add runtime data |
April 27, 2021, 13:12 (GMT) |
add layout class |
April 27, 2021, 13:07 (GMT) |
progress |
Revision c7fb0d5 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 27, 2021, 11:45 (GMT) |
EEVEE: Add specular layer to temporary default material |
Revision f1a5c5f by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 27, 2021, 11:42 (GMT) |
EEVEE: Film/Sampling: Add smooth transition Add a smooth transition to avoid flickering of stochastic effects such as soft shadows. This use a simple blend method to progressively reveal the render after some low sample count to avoid most of the flickering. Parameters are hardcoded for now. |
April 27, 2021, 10:19 (GMT) |
cleanup |
April 27, 2021, 10:07 (GMT) |
update profiler code |
April 27, 2021, 09:41 (GMT) |
add queue implementation |
April 27, 2021, 08:18 (GMT) |
Merge branch 'master' into profiler-editor |
April 27, 2021, 07:39 (GMT) |
Merge branch 'master' of https://git.blender.org/blender |
April 27, 2021, 07:14 (GMT) |
make format |
April 27, 2021, 03:26 (GMT) |
LineArt: Fix incorrect fov when sensor fit is not Auto. |
April 27, 2021, 02:56 (GMT) |
Merge remote-tracking branch 'origin/master' into temp-lineart-contained |
Revision 556478c by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) April 27, 2021, 01:15 (GMT) |
EEVEE: Shadow: Add back soft shadows support We use a new RNG to avoid correlation artifacts between Anti-Aliasing and Shadow samples (see T68594). The new sequence is a leap halton sequence. This makes it good with low number of samples and yield less correlation issues. Another change is that we directly jitter the projection matrix instead of rotating the view matrix. This is improving convergence time and avoid passing a second matrix to the shader. However this case lead to discontinuity artifacts at face boders. We might want to revert to the old rotation method for this reason even if convergence is slower. |
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