Revision 7c777fe by Clément Fukhaut (pbr-viewport) April 16, 2016, 10:54 (GMT) |
Oren-nayar Diffuse & Velvet Shader Environment lighting support. |
Revision 81737e6 by Clément Fukhaut (pbr-viewport) April 16, 2016, 10:53 (GMT) |
Fix bug when capturing object with planar reflections. |
Revision 515be07 by Clément Fukhaut (pbr-viewport) April 11, 2016, 19:24 (GMT) |
Merge branch 'master' of git://git.blender.org/blender # Conflicts: # source/blender/gpu/shaders/gpu_shader_material.glsl |
Revision 7750dea by Clément Fukhaut (pbr-viewport) April 11, 2016, 17:59 (GMT) |
Last minute changes : - Changed splash - Added bypass for lamps diffuse and specular contribution - Added probe related operators Signed-off-by: Cl�ment Foucault <[email protected]> |
Revision f50bf4f by Clément Fukhaut (pbr-viewport) April 11, 2016, 17:54 (GMT) |
Revision c1580b9 by Clément Fukhaut (pbr-viewport) April 5, 2016, 20:24 (GMT) |
Fixed Probe unlinking on refresh. |
Revision c112a54 by Clément Fukhaut (pbr-viewport) April 5, 2016, 20:14 (GMT) |
Fix crash with world preview & icons. |
Revision 1cd2d7b by Clément Fukhaut (pbr-viewport) April 4, 2016, 22:15 (GMT) |
Merge branch 'master' of git://git.blender.org/blender # Conflicts: # source/blender/gpu/intern/gpu_material.c # source/blender/gpu/intern/gpu_shader.c |
Revision 798357c by Clément Fukhaut (pbr-viewport) April 4, 2016, 19:46 (GMT) |
Planar Probe, Probe options, Probe Parallax : - Added Planar Reflections and Refractions: Rough planar reflection/refraction are roughly approximated by blurring with the microfacet normal direction. We blend to a fallback cubemap for high roughness. They are also displaced using the viewnormals. This last deformation is divided by the distance to the shaded point and multiplied by the distance to the reflection plane to get contact reflections. - Added options to probes. Probe can now only render their layers. Diffuse can be disabled (in case of use with a lightmap). Added Operator to manualy update probes. - Probe parallax: Correct the rays to project it to the chosen volume (unit cube or sphere) after being corrected by the obj mat (either own or external). - Probe updates are a bit more consistent. - Moved PBR light UI from Cycles to Blender sources. - Added versioning code to update old file with non breaking defaults. Signed-off-by: Cl�ment Foucault <[email protected]> |
Revision b818de1 by Clément Fukhaut (pbr-viewport) March 21, 2016, 21:13 (GMT) |
Fixed crash when world is absent. |
Revision ef01bfd by turjuque (pbr-viewport) March 20, 2016, 20:49 (GMT) |
Fix compilation issue on linux. |
Revision bb9d749 by Clément Fukhaut (pbr-viewport) March 20, 2016, 16:04 (GMT) |
Changed Splash version number |
Revision 37300f3 by Clément Fukhaut (pbr-viewport) March 20, 2016, 15:12 (GMT) |
Fix #3 : Clamp mix factor. |
Revision ed3a8ae by Clément Fukhaut (pbr-viewport) March 20, 2016, 14:42 (GMT) |
Removing some debug printf |
Revision 9a0e6c1 by Clément Fukhaut (pbr-viewport) March 20, 2016, 14:25 (GMT) |
Merge branch 'master' of git://git.blender.org/blender # Conflicts: # release/datafiles/splash.png # release/datafiles/splash_2x.png # source/blender/gpu/GPU_material.h # source/blender/gpu/shaders/gpu_shader_material.glsl # source/blender/makesrna/intern/rna_image_api.c # source/blender/nodes/shader/nodes/node_shader_bsdf_anisotropic.c # source/blender/nodes/shader/nodes/node_shader_bsdf_diffuse.c # source/blender/nodes/shader/nodes/node_shader_bsdf_glass.c # source/blender/nodes/shader/nodes/node_shader_bsdf_glossy.c # source/blender/nodes/shader/nodes/node_shader_bsdf_refraction.c # source/blender/nodes/shader/nodes/node_shader_bsdf_translucent.c # source/blender/nodes/shader/nodes/node_shader_bsdf_velvet.c # source/blender/nodes/shader/nodes/node_shader_fresnel.c # source/blender/nodes/shader/nodes/node_shader_layer_weight.c # source/blender/nodes/shader/nodes/node_shader_normal_map.c |
Revision b6d97ce by Clément Fukhaut (pbr-viewport) March 20, 2016, 14:08 (GMT) |
Viewport Probe capture for bsdf preview: - Added a GPUProbe generated by either the world or objects in the scene. Updating is done by tagging the GPUProbe and waiting the gpu_update_probes call. All probes are updated if the world changes and all objects probes are updated if an object in the scene changes. This must be optimize to ensure good performance with lots of probes. For the moment no settings are available. - Separated bsdf sampling code inside a new file. - Spherical harmonic computation is now done on the GPU. Using only 64*64*6 samples for now. - Lots of code cleaning and formating. |
Revision 1eb5ff3 by Clément Fukhaut (pbr-viewport) February 21, 2016, 22:01 (GMT) |
Exclude Translucent surfaces from shadows. |
Revision 240e995 by Clément Fukhaut (pbr-viewport) February 21, 2016, 21:38 (GMT) |
Merge branch 'master' of git://git.blender.org/blender |
Revision 7e0cb40 by Clément Fukhaut (pbr-viewport) February 21, 2016, 20:09 (GMT) |
Giving user more control over the shadows. Enabling shadows for Area lamps. |
Revision 9974ada by Clément Fukhaut (pbr-viewport) February 17, 2016, 21:27 (GMT) |
Merge branch 'master' of git://git.blender.org/blender |
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