November 15, 2018, 17:16 (GMT) |
Eevee: Cleanup & small optimization |
November 15, 2018, 17:16 (GMT) |
Eevee: Add Light Threshold value This is an important change. Starting from now, all lights have a finite influence radius (similar to the old sphere option for BI). In order to avoid costly setup time, this distance is first computed automatically based on a light threshold. The distance is computed at the light origin and using the inverse square falloff. The setting can be found inside the render settings panel > shadow tab. This light threshold does not take the light shape into account an may not suit every case. That's why we provide a per lamp override where you can just set the cutt off distance (Light Properties Panel > Light > Custom Distance). The influence distance is also used as shadow far clip distance. This influence distance does not concerns sun lights that still have a far clip distance. --- This change is important because it makes it possible to cull lights an improve performance drastically in the future. |
November 15, 2018, 17:16 (GMT) |
Eevee: Optimisation: Bypass light power calculation when not needed This makes quite a big improvement in my case 1.8ms vs 2.3ms for a single area light. This will make even more difference with light attenuation. |
November 15, 2018, 17:16 (GMT) |
Eevee: Cleanup: Fix wrong sun area light power calculation |
November 15, 2018, 17:16 (GMT) |
Eevee: Make sun power match cycles better. I made an empirical test with a 100% diffuse sphere and manually tweak the lighting power of a sun lamp trying to fit cycles and eevee the best I can. Then I plotted the result and found a rough fit to the equation and that seems to work pretty well. |
November 15, 2018, 16:52 (GMT) |
Fix node_shader_utils: "Specular Tint" is a float (not a color) |
November 15, 2018, 16:42 (GMT) |
RNA: always allow fallback from defaultarray to defaultvalue. The python getters for the array already allowed that, but not the actual C RNA access functions. This is inconsistent, so implement the fallback in all cases. Now if by default the property should contain the same value in all positions, it is not necessary to actually use an array. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D3940 |
November 15, 2018, 16:19 (GMT) |
Cycles: Cleanup, code style |
November 15, 2018, 16:17 (GMT) |
Merge branch 'master' into blender2.8 |
November 15, 2018, 16:16 (GMT) |
Cycles: Cleanup, code style |
November 15, 2018, 16:10 (GMT) |
Py API: Fix documentation/actual behavior missmatch in gpu.matrix |
November 15, 2018, 15:54 (GMT) |
Py API Docs: Fix formatting |
November 15, 2018, 15:50 (GMT) |
Fix T57825: Crash when assign material We need to make sure that all the nested node trees are localized. Because of this reason, we need to roll back to a bit older way of dealing with materials. Should be all safe now with the fixes from few moments ago. |
November 15, 2018, 15:38 (GMT) |
Depsgraph: Clear localization tag for CoW IDs They are self-contained now, and should not cause any sync or free happening when freeing them. |
November 15, 2018, 15:36 (GMT) |
Tag all localized ID types as such |
November 15, 2018, 15:35 (GMT) |
Remove legacy node tree localization tag Is stored on ID level now. |
November 15, 2018, 15:33 (GMT) |
Followup to the previous commit Thought this is to be fixed in master first. Turns out, nope :) |
November 15, 2018, 15:32 (GMT) |
Cleanup: Double semicolon at the end of line |
November 15, 2018, 15:31 (GMT) |
Fix strict compiler warnings/errors |
November 15, 2018, 15:28 (GMT) |
Merge branch 'master' into blender2.8 |
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