Revision 438b3f9 by Lukas Toenne (hair_guides, hair_guides_grooming, hair_object, strand_editmode, tmp_hair_curves) August 18, 2017, 15:13 (GMT) |
Implement control strands generation for basic hair types along surface normals. The default hair group type uses vertex normals to generate guide strands automatically. |
August 18, 2017, 15:09 (GMT) |
Cycles tests: add light type tests. |
August 18, 2017, 15:09 (GMT) |
Cycles tests: make page less wide, use relative URLs for serving through http. |
August 18, 2017, 15:08 (GMT) |
Eevee: Convert metallic nodes into princinpled nodes And wipe metallic out of the map. |
August 18, 2017, 15:00 (GMT) |
Swap Eevee material output with (Cycles) Material Output Since we started supporting the (Cycles) Material Output old files stopped working. There is no reason to keep the original Eevee material otuput anymore. It includes doversion for old files. |
August 18, 2017, 14:59 (GMT) |
Expose Transparency BSDF for Eevee UI |
August 18, 2017, 14:42 (GMT) |
Uniform Buffer Objects: More complete padding solution Move floats around when needed to accomodate vec3 arrays efficiently. With this we use slightly less memory when possible. Basically vec3s are not treated as vec4 unless we have no float to use for padding). Reviewers: fclem, sergey Differential Revision: https://developer.blender.org/D2800 |
August 18, 2017, 14:31 (GMT) |
Improved triangulation, working on ring assignments. |
Revision 9d55e5f by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) August 18, 2017, 14:21 (GMT) |
First try to apply Lattice GP modifier in all frames Still not working but define the initial steps to do it. |
August 18, 2017, 13:09 (GMT) |
Eevee: Rework GTAO This includes big improvement: - The horizon search is decoupled from the BSDF evaluation. This means using multiple BSDF nodes have a much lower impact when enbaling AO. - The horizon search is optimized by splitting the search into 4 corners searching similar directions to help which GPU cache coherence. - The AO options are now uniforms and do not trigger shader recompilation (aka. freeze UI). - Include a quality slider similar to the SSR one. - Add a switch for disabling bounce light approximation. - Fix problem with Bent Normals when occlusion get very dark. - Add a denoise option to that takes the neighbors pixel values via glsl derivatives. This reduces noise but exhibit 2x2 blocky artifacts. The downside : Separating the horizon search uses more memory (~3MB for each samples on HD viewport). We could lower the bit depth to 4bit per horizon but it produce noticeable banding (might be fixed with some dithering). |
August 18, 2017, 13:07 (GMT) |
Eevee: Add some utils functions |
August 18, 2017, 13:07 (GMT) |
Eevee: MinmaxZ: Avoid unecessary conversions. |
August 18, 2017, 13:07 (GMT) |
GPU_texture : Add RG8 format. |
August 18, 2017, 13:07 (GMT) |
Eevee: Fix some problem with Glass & Diffuse BSDF with SSR Diffuse was not outputing the right normal. (this is not a problem with SSR actually) Glass did not have proper ssr_id and was receiving environment lighting twice. Also it did not have proper fresnel on lamps. |
Revision 7b397cd by Joshua Leung / Sergey Sharybin (blender-v2.79-release, blender-v2.79a-release, blender-v2.79b-release, fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) August 18, 2017, 12:53 (GMT) |
Revision d48f4b61 by Sergey Sharybin (blender-v2.79-release, blender-v2.79a-release, blender-v2.79b-release, fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) August 18, 2017, 12:12 (GMT) |
Blender 2.79: Point subodules to updated hash |
Revision 9bc5549 by Campbell Barton / Sergey Sharybin (blender-v2.79-release, blender-v2.79a-release, blender-v2.79b-release, fracture_modifier, fracture_modifier-master, temp-fracture-modifier-2.8) August 18, 2017, 12:04 (GMT) |
PyAPI: Fix memory leak w/ empty, allocated enums |
Revision 6cb1d3c by Antonio Vazquez (experimental_gp_weight, greasepencil-experimental, greasepencil-object, greasepencil-refactor, soc-2019-npr, temp-gpencil-eval, temp-greasepencil-object-stacksplit, temp-greasepencil-vfx) August 18, 2017, 11:10 (GMT) |
New VFX Swirl modifier |
August 18, 2017, 10:21 (GMT) |
Fix ubo vec3 alignment issue This fixes the Principled shader in Eevee, among other nodes. Basically before we were treating all the vec3 as vec4 as far as memory goes. We now only do it when required (aka, when the vec3 is not followed by a float). We can be even smarter about that and move the floats around to provide padding for the vec3s. However this is for a separate patch. That said, there seems to be some strong consensus in corners of the internet against using vec3 at all [1]. Basically even if we get all the padding correct, we may still suffer from poor driver implementations in some consumer graphic cards. It's not hard to move to vec4, but I think we can avoid doing it as much as possible. By the time 2.8 is out hopefully most drivers will be implementing things correctly. [1] - https://stackoverflow.com/questions/38172696 |
August 18, 2017, 08:58 (GMT) |
PyAPI: Gawain checks for range Raise error on vert-buffer data overflow. Also exception on attempting to fill data thats already on the GPU. |
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