Revision 15d7285 by Campbell Barton March 14, 2021, 07:00 (GMT) |
Fix pivot pie menu missing in the clip editor Regression in a4226a050b17f4a798445b4576e2ee34fb6ee73f. |
Revision e8e4a79 by Howard Trickey March 14, 2021, 00:23 (GMT) |
Fix T86390 Exact Boolean crash. The code has to keep track of "zero volume" cells and I forgot that there were cases where that needed be be invalidated. |
Revision 8041b1d by Clément Foucault March 13, 2021, 22:49 (GMT) |
Cleanup: EEVEE: Remove unused mipmapping on main color buffer |
Revision 1f8d27a by Clément Foucault March 13, 2021, 22:49 (GMT) |
Cleanup: EEVEE: Replace `brightness()` by `max_v3()` It is more straightforward to understand and is define in common file. |
Revision 9f68f5c by Hans Goudey March 13, 2021, 22:15 (GMT) |
Nodes: Add distance float socket type This is necessary to make float sockets display a value with the unit system. `PROP_DISTANCE` will be used quite a lot by the mesh primitives geometry nodes patch. Differential Revision: https://developer.blender.org/D10711 |
Revision dcfea4a by Clément Foucault March 13, 2021, 22:13 (GMT) |
Cleanup: EEVEE: Silence warning |
Revision e30315b by Clément Foucault March 13, 2021, 22:11 (GMT) |
EEVEE: RenderPass: Fix Ambient Occlusion pass The shader was not using the horizon texture and was trying to trace the AO again. Also the depth reconstruction was off because now using the maxzBuffer. |
Revision 75fc6e3 by Clément Foucault March 13, 2021, 21:51 (GMT) |
Cleanup: EEVEE: Remove the horizon search layered shader This shader is of no use now that we the fullres hizbuffer. |
Revision 00baf87 by Clément Foucault March 13, 2021, 21:51 (GMT) |
EEVEE: Planar reflections: Fix ambient occlusion broken in reflections Use the maxzbuffer to get the correct depth information. |
Revision 2c21641 by Hans Goudey March 13, 2021, 21:00 (GMT) |
Nodes: Move group input and output to a consistent menu location Currently (in geometry nodes) you can delete the group input or group output nodes with no way to get them back without copy and paste. This adds them to the "Group" submenu of the add menu so at least there is a way to add them back. Additionally, these nodes are moved to the "Group" submenu for all node editors. This makes sense since they are not like the other input or output nodes, they really just relate to how groups are organized. Differential Revision: https://developer.blender.org/D10241 |
Revision 5fee9da by Clément Foucault March 13, 2021, 19:59 (GMT) |
Cleanup: EEVEE: Make bsdf_sampling_lib.glsl more tidy |
Revision 6a7f6f2 by Clément Foucault March 13, 2021, 19:59 (GMT) |
Cleanup: EEVEE: Remove hammersley texture and split hammersley code |
Revision 40d579b by Clément Foucault March 13, 2021, 19:59 (GMT) |
Cleanup: EEVEE: Split effect_ssr.glsl This split is to make code easier to manage and rename the files to `effect_reflection_*` to avoid confusion. Also this cleans up a bit of the branching mess in the trace shader. |
Revision 83b7f7d by Clément Foucault March 13, 2021, 19:59 (GMT) |
Cleanup: EEVEE: Remove SSR shader variations |
Revision ff07a4a by Clément Foucault March 13, 2021, 19:59 (GMT) |
EEVEE: Fix split commit |
Revision bbc5e26 by Clément Foucault March 13, 2021, 19:59 (GMT) |
EEVEE: ScreenSpaceReflections: Jitter starting texel This make sure the rays are generated randomly from a fullres texel center. This creates more noise but increase the convergence when doing half res tracing. |
Revision b79f209 by Clément Foucault March 13, 2021, 19:59 (GMT) |
EEVEE: ScreenSpaceReflections: Increase depth threshold This avoids going through geometry when ray have certain angle. |
Revision 267a9e1 by Clément Foucault March 13, 2021, 19:59 (GMT) |
EEVEE: ScreenSpaceReflections: Add back multi ray-hitpoint reuse We now reuse 9 hitpoints from the neighboorhood using a blue noise sample distribution as mentionned in the reference presentation. Reusing more rays does however make some area a bit more blury. The resulting noise is quite lower compared to previous implementation which was only reusing 4 hits. |
Revision 165a2da by Clément Foucault March 13, 2021, 19:59 (GMT) |
EEVEE: Fix wrong sss component being affected by alpha This fixes NaNs / blown up values when using alpha-hashed transparency or alpha clip with SSS. |
Revision 09e77d2 by Clément Foucault March 13, 2021, 19:59 (GMT) |
Fix T86476 EEVEE: SSS material with variable radius can produce NaNs Simple divide by 0 error. The input radius was assumed to be safe but is not when the user can scale it arbitrarly. This also move the division out of the loop. |
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