Blender Git Commits

Blender Git "viewport-compositor" branch commits.

Page: 6 / 10

June 5, 2021, 13:29 (GMT)
EEVEE: Lookdev: Add back lighting support

This does not include reference spheres rendering.

The approach is a bit different than before.
Now we use a `bNodeTree` to control the rendering of lookdev. This
generates a `GPUMaterial` that is stored per `Instance`. This way
rendering lookdev is just updating the temp light cache using this
material as world material. Removing the use of custom shader.

This introduces a small hack in order to bind the studiolight hdri after
the nodetree glsl parsing.

The background display however is still using a custom shader in order
to sample the world cubemap with different roughness.

The view space option of the studiolight is now faster by using a
transform before shading instead of rebaking the lightprobe constantly.
This should not have any particular impact on render time.
June 4, 2021, 19:05 (GMT)
EEVEE: Light: Fix culling in orthographic view
June 4, 2021, 18:29 (GMT)
EEVEE: LightCache: Fix broken visibility sampling
June 4, 2021, 17:52 (GMT)
EEVEE: LightCache: Fix broken light bounce
June 4, 2021, 16:22 (GMT)
EEVEE: Fix world probe rendering objects

Was leftover of a test.
June 4, 2021, 00:34 (GMT)
EEVEE: GBuffer: Fix undefined behavior

When evaluating surfaces, the deferred passes needs to sample the
depth buffer. But it also test against the stancil buffer.

Moreover the sampler needs to be a 2D sampler which is not the case
for cubemaps and texture2Darrays.

To overcome this we simply copy the gbuffer depth to another
temp texture using framebuffer blitting.
June 4, 2021, 00:33 (GMT)
EEVEE: Remove light specular during baking & fix bounce light
June 3, 2021, 14:53 (GMT)
EEVEE: LightProbe: Fix grid display and deduplicate code
June 3, 2021, 14:35 (GMT)
EEVEE: LightProbe: Fix light cache display visibility without overlays
June 3, 2021, 14:34 (GMT)
EEVEE: LightProbe: Fix wrong shading on other cube faces

Use modified viewmat instead of modified winmat. Too much code
assume conventional winmat.
June 3, 2021, 14:34 (GMT)
EEVEE: LightProbe: Fix level bias and visibility filtering
June 3, 2021, 14:33 (GMT)
EEVEE: Fix irradiance baking sample order
June 3, 2021, 13:17 (GMT)
EEVEE: Fix irradiance smoothing wrong
June 3, 2021, 13:15 (GMT)
EEVEE: LightCache: Port baking

Some things differs from old implementation.
- Object visibility is filtered correctly without using a visibility
callback (which is to be removed).

The implementation is also more high level using less low level tricks.

A dedicated LightProbeView is created for each lightprobe cubeface to
render using all pipeline (deferred and forward).

There is still a few things not working.
June 3, 2021, 13:15 (GMT)
EEVEE: LightCache: Port back cache Display

Nothing significantly different appart from codestyle.
June 3, 2021, 13:15 (GMT)
BLI: float3: add division operator between 2 float3
June 3, 2021, 13:15 (GMT)
EEVEE: Fix background transparent

Alpha of main output is transparency and not opacity.
May 31, 2021, 12:25 (GMT)
EEVEE: LightProbe: Finish loading and rendering of lightcache

Starting to port lightcache.c to c++.
May 30, 2021, 20:48 (GMT)
EEVEE: Lightprobe: Add back lightprobe rendering support for world.

Only world probe is supported for now.

The new implementation diverge from the original by randomly
selecting one lightprobe instead of sampling them all.
This speeds-up rendering a bit.
May 30, 2021, 20:48 (GMT)
EEVEE: Fix crash cause by world material without attributes
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021