Revision b4a96d3 by Clément Foucault October 27, 2017, 20:49 (GMT) |
Eevee: Volumetrics: Fix "Tile Size" tooltip |
Revision bc7c033 by Clément Foucault October 27, 2017, 20:49 (GMT) |
Eevee: Volumetrics: Support Smoke simulation textures. It should behave like cycles. Even if not efficient at all, we still do the same create - draw - free process that was done in the old viewport to save vram (maybe not really the case now) and not care about simulation's GPU texture state sync. |
Revision 4f7665c by Clément Foucault October 27, 2017, 20:49 (GMT) |
Eevee: Volumetrics: Add Volume object support. This is quite basic as it only support boundbing boxes. But the material can refine the volume shape in anyway the user like. To overcome this limitation, a voxelisation should be done on the mesh (generating a SDF maybe?) and tested against every volumetric cell. |
Revision 18ba7e2 by Clément Foucault October 27, 2017, 20:49 (GMT) |
GPUMaterial: Add a domain property. This let us know efficiently if a material has a dedicated nodetree for each of it's output node input. Only works for Eevee at this moment. |
Revision 23f51a4 by Clément Foucault October 27, 2017, 20:49 (GMT) |
Eevee: Volumetrics: Request aditional frames when no TAA is enabled. |
Revision 310f1db by Clément Foucault October 27, 2017, 20:49 (GMT) |
Eevee: Volumetrics: Add volumetric support to alpha blended meshes. |
Revision 66d8f82 by Clément Foucault October 27, 2017, 20:49 (GMT) |
Eevee: Overhaul the volumetric system. The system now uses several 3D textures in order to decouple every steps of the volumetric rendering. See https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite for more details. On the technical side, instead of using a compute shader to populate the 3D textures we use layered rendering with a geometry shader to render 1 fullscreen triangle per 3D texture slice. |
Revision 1c0c63c by Clément Foucault October 27, 2017, 20:49 (GMT) |
DRW: Add 3D texture support. |
Revision 660eea8 by Clément Foucault October 27, 2017, 20:49 (GMT) |
BLI_rand : add BLI_halton_3D |
Revision 4de8e12 by Dalai Felinto October 27, 2017, 13:25 (GMT) |
Showing Clay collection settings when clay is the workspace not the scene engine |
Revision 1d409de by Campbell Barton October 27, 2017, 05:12 (GMT) |
Docs: clarify return value for BVH API |
Revision 9ab67fd by Campbell Barton October 27, 2017, 04:54 (GMT) |
Hide transform widget when tool widget is used |
Revision de75442 by Campbell Barton October 27, 2017, 04:03 (GMT) |
Fix camera lens/ortho manipulator Update issues remain, require listening to notifiers. |
Revision 7ffd349 by Campbell Barton October 27, 2017, 02:24 (GMT) |
Merge branch 'master' into blender2.8 |
Revision 282af08 by Campbell Barton October 27, 2017, 02:10 (GMT) |
Revision a331331 by Julian Eisel October 26, 2017, 20:57 (GMT) |
Merge branch 'master' into blender2.8 |
Revision d245d36 by Julian Eisel October 26, 2017, 20:40 (GMT) |
Remove SCREEN_OT_header_flip, use SCREEN_OT_region_flip instead Basically reverts rB65c4149f203610 and fixes the issue in a better way. Keymaps using the removed operator will be affected. Switching header from top to bottom now has the shortcut F5, just like switching other regions. |
Revision 1effab7 by Arto Kitula October 26, 2017, 20:11 (GMT) |
Fix T52984. Trackpad rotation to natural direction |
Revision 6e1fa2b by Dalai Felinto October 26, 2017, 13:54 (GMT) |
Fix small Python/typo on "Outliner Collection Operation" |
Revision f9b2a78 by Campbell Barton October 26, 2017, 11:04 (GMT) |
Skip loading tool keymaps in background mode |
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