Blender Git Commits

Blender Git "master" branch commits.

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March 3, 2021, 14:20 (GMT)
EEVEE: Avoid old files with too many volume shadow sample being too slow

This clamp the volumetric shadow samples to the actual old max to avoid
problematic slowdown after the bugfix rB3a29c19b2bff.
March 3, 2021, 13:57 (GMT)
EEVEE: Add ensure_valid_reflection to glossy closures

This is ported from Cycles and fixes issues with bump/normal mapping
giving weird reflections/lighting.

Fixes T81070 Specular light should be limited to normal pointing toward the camera
Fixes T78501 Normal mapping making specular artifact
March 3, 2021, 13:57 (GMT)
EEVEE: SSR: Check reflection ray against geometric normal

This improve self intersection prevention. Also reduce the bias
that was making a lot of rays not being shoot at grazing angles.
March 3, 2021, 13:57 (GMT)
EEVEE: SSS: Fix light leaking bewteen object at different depths

The SSS shader in Eevee has the following drawbacks (elaborated in {T79933}):

1. Glowing
2. Ringing. On low SSS jittering it is rendered a bunch of sharp lines
3. Overall blurriness due to the nature of the effect
4. Shadows near occlusions as in T65849
5. Too much SSS near the edge and on highly-tilted surfaces

{F9438636}
{F9427302}

In the original shader code there was a depth correction factor, as far as I can understand for fixing light bleeding from one object to another. But it was scaled incorrectly. I modified its scale to depend on SSS scale*radius and made it independent from the scene scale. The scale parameter (`-4`) is chosen so that it makes tilted surfaces to have visually the same SSS radius as straight surfaces (surfaces with normal pointed directly to the camera).

This depth correction factor alone fixes all the problems except for ringing (pt. 2). Because of float-point precision errors and irradiance interpolation some samples near the border of an object might leak light, causing sparkly or dashed (because of aliasing) patterns around the highlights. Switching from `texture()` to `texelFetch()` fixes this problem and makes textures on renders visually sharper.

An alternative solution would be to detect object borders and somehow prevent samples from crossing it. This can be done by:
1. Adding an `object_id` texture. I think it requires much more code changing and makes the shader more complicated. Again, `object_id` is not interpolatable.
2. Watch gradient of depth and discard samples if the gradient is too big. This solution depends on scene scale and requires more texture lookups. Since SSS is usually a minor effect, it probably doesn't require that level of accuracy.

I haven't notice it in practice, but I assume it can make visible SSS radius slightly off (up to 0.5 px in screen space, which is negligible). It is completely mitigated with render sampling.

Reviewed By: Cl�ment Foucault
Differential Revision: https://developer.blender.org/D9740
March 3, 2021, 12:42 (GMT)
Fix compiler issues introduced in recent commit.

{73af762e9cd595ea708647c02c7e74752d844e80}
March 3, 2021, 11:37 (GMT)
Cleanup: Make node_composite_cryptomatte CPP.

Core API of cryptomatte is also CPP.
March 3, 2021, 11:37 (GMT)
Cleanup: use zero_v3 to clear colors.
March 3, 2021, 11:23 (GMT)
Cleanup: clang tidy

Warnings:
* readability-inconsistent-declaration-parameter-name
* readability-redundant-smartptr-get
March 3, 2021, 11:17 (GMT)
Cleanup: clang tidy

Can use const parameter.
March 3, 2021, 11:17 (GMT)
Cleanup: clang tidy

Warning: else-after-return/break
March 3, 2021, 11:14 (GMT)
Cleanup: make format
March 3, 2021, 07:53 (GMT)
Fix (unreported) Outliner missing updates copying IDs via python

Steps to reproduce:
- switch to Scripting workspace
- execute bpy.data.meshes['Cube'].copy()
- Outliner will not show the new mesh immediately

Now just send appropriate notifier.

Differential Revision: https://developer.blender.org/D10584
March 3, 2021, 06:59 (GMT)
Nodes: store references to bNodeLinks in NodeTreeRef

Sometimes it is useful to have this information available to be able
to read information from links.
Revision 4dd1068 by Hans Goudey
March 3, 2021, 04:53 (GMT)
Fix crash when dragging nodes

The `bNodeLinkDrag` struct was NULL when dragging a node instead of
a link. It is allocated with `calloc` anyway, so this field doesn't
need to be explitely cleared.
March 3, 2021, 04:06 (GMT)
Cleanup: minor changes to Python RNA pointer assignment

Don't assign the BPy_StructRNA a value which can be 'None',
instead, set it to NULL.
Revision 023788e by Hans Goudey
March 3, 2021, 02:58 (GMT)
Cleanup: Use span and float matrix type in direct boolean code

This commit includes a few simple improvements to the direct mesh
boolean code added recently.
- Passing the transforms and meshes to `direct_mesh_boolean` as spans
makes the function easier to call from C++.
- The definition of `TransMat`, was unecessary when we have the
`float4x4` type already used elsewhere in C++ code.

Differential Revision: https://developer.blender.org/D10592
March 2, 2021, 22:13 (GMT)
Fix T85966: Wrong link picked when dragging multi-input socket

The socket drag operator stored the index of the last picked socket
into RNA in case the mouse cursor leaves the link while dragging.

This id was not unique which is why sometimes a link from an other node
with the same id is picked.

This patch changes the way the last picked link is stored and stores a
pointer to the link directly into bNodeLinkDrag struct instead.

Differential Revision: https://developer.blender.org/D10590
March 2, 2021, 19:20 (GMT)
Cleanup: spelling, minor corrections

Also use doxygen comments for sculpt functions.
March 2, 2021, 19:13 (GMT)
Python API: Expose CurveMapping Reset View function

The Python API for the curve mapping widget offers the `update`
function, but no way to reset the view to the clipping rectangle.

This commit adds a blenkernel function for this operation,
and exposes it to the CurvMapping RNA API. This allows addons
to display a more user-friendly view of the data in this widget.

Differential Revision: https://developer.blender.org/D10561
Revision 85421c4 by Hans Goudey
March 2, 2021, 19:01 (GMT)
Geometry Nodes: Attribute search drop-down

This commit adds a search for existing attributes when you click
on an attribute field. This is useful because otherwise you have
to remember which attributes should be available at each node in
the tree.

The fundamental complication is that this information is not
accessible statically. So the search data is only a cache from
the previous node tree evaluation. The information is added
with `BKE_nodetree_attribute_hint_add`, currently for every
input geometry socket for a single node.

This is only an initial implementation, and later versions will
expose the data type and domain of the attributes.

Differential Revision: https://developer.blender.org/D10519
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021