Blender Git Commits

Blender Git "hair_system" branch commits.

Page: 10 / 35

October 28, 2014, 16:09 (GMT)
Removed unused variable.
October 28, 2014, 15:45 (GMT)
A little bit of code sanity by splitting particle distribution function
by type.

Instead of squashing totally unrelated code into the same monster
function.
October 28, 2014, 15:29 (GMT)
Moved particle code for distributions into own file to make hacking
easier.

This code is badly broken and needs to be replaced, but at least having
a workable code structure might help with quick hacks to fix the worst
cases.
October 27, 2014, 19:45 (GMT)
DOF calculation shader.
October 27, 2014, 10:10 (GMT)
Merge branch 'master' into viewport_experiments
October 27, 2014, 09:06 (GMT)
Add separate file for DOF effect and cleanup the parameter passing a little.
October 23, 2014, 20:42 (GMT)
Separate SSAO pass - it's unlikely we'll be able to reuse this with
depth of field in one pass, so better separate the shaders as well
October 23, 2014, 18:12 (GMT)
Fix irritating issue with self shadowing.

Issue here was position reconstruction could use depths from pixels off
the initial position. Using linear filtering here eliminates the issue.

Usually this is not correct however given that for depth discontinuities
we will get different depths anyway, the cases where we get smooth
interpolation of depths helps a lot in image quality.
October 23, 2014, 15:01 (GMT)
Add some pedantic GLSL casts to make shader compile in OSX
October 22, 2014, 17:27 (GMT)
SSAO introduce quality settings

Basically change the way SSAO samples the screen by using a circular
filter instead. This is inspired by HBAO though we still don't use this.

The quality settings change the number and density of samples. We can
definitely improve things here though.

We also jitter the sampling locations per pixel. Generally this adds a
kind of noise. Some banding is, unfortunately still apparent and small
distances will introduce noise. This can be fixed but I will have to see
if it can be done without much of a cost.
October 22, 2014, 16:13 (GMT)
Merge branch 'hair_immediate_fixes' into hair_system
October 22, 2014, 16:12 (GMT)
Merge branch 'master' into hair_immediate_fixes

Conflicts:
source/blender/blenkernel/intern/key.c
October 22, 2014, 16:11 (GMT)
Removed unused line.
October 22, 2014, 14:42 (GMT)
New hair editing feature "Shape Cut", for cutting hair based on a mesh
shape instead of a brush tool.

The brush cutting tool for hair, while useful, is not very accurate and
often requires rotating the model constantly to get the right trimming
on every side. This makes adjustments to a hair shape a very tedious
process.

On the other hand, making proxy meshes for hair shapes is a common
workflow. The new operator allows using such rough meshes as boundaries
for hair. All hairs that are outside the shape mesh are removed, while
those cutting it at some length are shortened accordingly.

The operator can be accessed in the particle edit mode toolbar via the
"Shape Cut" button. The "Shape Object" must be set first and stays
selected as a tool setting for repeatedly applying the shape.
October 22, 2014, 14:33 (GMT)
SSAO works again. Unfortunately it's unavoidable to have it work without
explicit attenuation control (by using just max distance).

Also it now supports orthographic cameras properly. The maximum distance is
now defined in world space units so it should be slightly easier to understand
and uniform across perspective and orthographic cameras.

The optimizations can be generalized for orthographic cameras but the code is
more complex and the runtime advantage is questionable in that case
(in the end a matrix transform is 4 dot products which are not that terrible)
so commented out the code there for now.
October 22, 2014, 09:20 (GMT)
Merge branch 'master' into gooseberry

Conflicts:
source/blender/blenkernel/intern/key.c
source/blender/blenloader/intern/versioning_270.c
October 21, 2014, 23:14 (GMT)
Correct normal reconstruction with optimized formula.

This needed some adjustments from the formula I found on the article on
view space reconstruction, since OpenGL makes different assumptions about its
projection matrix.

SSAO does not work yet correctly under new model assumptions but we are going
to substitute with nice horizon based ambient occlusion.
October 21, 2014, 18:33 (GMT)
Refactoring of SSAO code. Uses some optimizations but result is different
still test file here to help with debugging.
October 21, 2014, 14:54 (GMT)
Merge branch 'master' into viewport_experiments
October 20, 2014, 19:46 (GMT)
Normalize the depth to the -1.0 to 1.0 range as well.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021