Blender Git Commits

Blender Git commits from all branches.

Page: 556 / 2888

January 27, 2021, 18:05 (GMT)
EEVEE: Depth Of Field: Gather: Fix polygonal dof radius being too big

The polygonal bokeh was outputing normalized UV but not the normal one.
January 27, 2021, 17:56 (GMT)
EEVEE: Depth Of Field: Lower minimal CoC radius for scattering

Makes possible to have sharper bright spots.
January 27, 2021, 17:49 (GMT)
EEVEE: Depth Of Field: Cleanup: Share more define
January 27, 2021, 17:49 (GMT)
EEVEE: Depth Of Field: Cleanup: Add resolve pass description
January 27, 2021, 17:31 (GMT)
EEVEE: Depth Of Field: Tests: update shader tests
January 27, 2021, 17:30 (GMT)
EEVEE: Depth Of Field: Cleanup: Share defines between C and GLSL
January 27, 2021, 16:11 (GMT)
EEVEE: Depth Of Field: Fix fast gather tiles bleeding color

Seems like the dilation is too small for fast gathering to not bleed.
Introduce an arbitrary factor to fix this issue.
January 27, 2021, 16:09 (GMT)
EEVEE: Depth Of Field: Add high quality slight defocus option

This option is needed to avoid bumping the scene samples really high to
mitigate the noise and flickering introduced by slight defocus areas.
January 27, 2021, 15:32 (GMT)
EEVEE: Depth Of Field: Cleanup: Change precision of dof parameter
January 27, 2021, 15:23 (GMT)
EEVEE: Depth Of Field: Fix jump in appearance when using bokeh texture

This was caused by a missing factor of 2.
Also fix issues with scatter bokeh size.
Remove fast_sqrt because it does not give the correct bokeh size and
cause noticeable jump between ratio = 1 and ratio > 1.
January 27, 2021, 15:05 (GMT)
EEVEE: Depth Of Field: Fix apparent tiles on foreground limits
January 27, 2021, 14:46 (GMT)
EEVEE: Depth Of Field: Add denoising pass to stabilize bokeh highlights

Alike in the reference implementation, we stabilize the convolution
input. However, instead of a fullblown TAA pass, we just do neighborhood
clamping to avoid very bright pixels. We filter only spatially and not
temporaly.
January 27, 2021, 13:27 (GMT)
EEVEE: Depth Of Field: Resolve: Fix slight focus gather radius too big

This improves performance a bit.
January 27, 2021, 13:17 (GMT)
EEVEE: Depth Of Field: Scatter Add UI options

The neighbor max tooltip could be less vague.
January 27, 2021, 13:15 (GMT)
Merge branch 'master' into cycles_procedural_api
January 27, 2021, 13:15 (GMT)
EEVEE: Depth Of Field: Revert fix scatter power difference

Scatter only seems to have an intensity difference because gather is
only underestimating the highlights. But the scatter bokeh are correct.
January 27, 2021, 13:15 (GMT)
EEVEE: Depth Of Field: Fix neighborhood rejection

The samples were offseted and the difference wasn't absolute.
January 27, 2021, 13:04 (GMT)
EEVEE: Depth Of Field: Always use RGBA16F format

Lower precision format have issues when there is too much scattered
bokeh.
January 27, 2021, 01:36 (GMT)
EEVEE: Depth Of Field: Improve bokeh shape support

- Separate the LUT texture for faster access.
- Add dedicated shader for resolve with bokeh LUT.
- Add per-pixel distance to shape for slight focus gather.
January 26, 2021, 23:55 (GMT)
EEVEE: Depth Of Field: Improve anamorphic bokeh support for gather

Directly morph the sampling pattern instead of using the LUT for that.
This avoids the weird energy spike problem.

Also now supports ratio less than 1.0.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021