Revision f7f1ee9 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) May 23, 2021, 00:42 (GMT) |
EEVEE: Add back split sum BSDF approximation This improves the surface appearance of most bsdf. |
Revision e91df65 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) May 22, 2021, 22:39 (GMT) |
EEVEE: Material: Use weight to random sample closure per types This adds a new closure selection method. - In a first pass, weights are accumulated per output type (diffuse, reflection, refraction). - A random threshold is then generated before evaluating the BSDF nodes again. - During the evaluation pass the random threshold is decremented until it reaches 0. At this moment the current BSDF is sampled. For this to work, I splited the evaluation and the weighting in two functions for all BSDF. The `*_eval` nodes are generated as dangling nodes from the graph and only serialized after the rest of the graph. |
May 22, 2021, 21:45 (GMT) |
Merging latest nv-usd-importer branch. |
May 22, 2021, 20:29 (GMT) |
USD import: light unit conversion improvements. Extended the logic to convert from nits to scale by the light surface area. Also, added an option to scale the radius of spot and local lights. |
May 22, 2021, 14:12 (GMT) |
Add get_area_of_interest overloading and pass input_op |
May 22, 2021, 13:51 (GMT) |
Merge branch 'master' into cmp-full-frame |
May 22, 2021, 12:44 (GMT) |
LineArt: Use 2 way look up for global triangle index. By Falk David |
May 22, 2021, 12:33 (GMT) |
LineArt: Make consistent with master typo fix. |
May 22, 2021, 12:33 (GMT) |
Fix T88464: Incorrect baking with camera markers. |
May 22, 2021, 11:41 (GMT) |
Cleanup: Fix naming changes. |
May 22, 2021, 11:23 (GMT) |
Merge remote-tracking branch 'origin/master' into temp-lineart-contained |
May 22, 2021, 10:07 (GMT) |
Remove the string value from attribute socket. Attribute sockets should come in varieties for basic data types (float, vector, etc.) instead of a string. Existing attribute layers should be accessed explicitly with a "Read Attribute" node (todo). Typed attributes for basic data will do broadcasting eventually. This will allow connecting singular value sockets to an attribute input without the need for a "Fill" node and perform basic broadcasting. |
May 22, 2021, 09:35 (GMT) |
Add a new socket type for attributes. The default_value is a string, as it will basically behave like a string socket with some additional management in geometry nodes. When used as an output the attribute should be generated automatically. Auto-generated attributes should be removed automatically as soon as all using nodes are done reading them. |
May 22, 2021, 09:28 (GMT) |
LineArt: BVH compiler switches. |
May 22, 2021, 09:16 (GMT) |
LineArt: Use BVH for intersection calculation. |
May 22, 2021, 06:25 (GMT) |
Merge remote-tracking branch 'origin/master' into temp-lineart-contained |
May 22, 2021, 04:53 (GMT) |
Cleanup: remove redundant property for transfer_mode key-map item As the property isn't saved and defaults to disabled, there is no need to set it. |
May 22, 2021, 03:14 (GMT) |
Cleanup: tweaks for Object Non-modal keymap Simplify adding non-legacy keymap items. |
Revision 10cf162 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) May 22, 2021, 01:05 (GMT) |
GPUMaterial: Add recalc flag workaround Recalc flag on Material ID being unavailable to render engine, this adds a simple way to detect material update by detecting shader creation or update. |
Revision 7d36a00 by Clément Foucault (eevee-rewrite, temp-eevee-gpencil-rewrite, viewport-compositor) May 22, 2021, 00:55 (GMT) |
GPUNodeTree: Add weight tree inversion This constructs a "mirror" nodetree that feeds the closure "shader" nodes with their respective final weight. The tree is mirrored using simple math nodes. This is quite messy but this is the only way to proceed without introducing special nodes. The other issue with this method is that inputs are all uniforms even for unplugged socket on temporary math nodes with add bloat to the shader uniform buffer structure. Only the part relevant to the weighting is duplicated. Other connexions with the shading tree are reuse. All shader nodes are updated to receive a `Weight` hidden parameter. The original shader mixing tree is preserve to let the choice of using either way to weight the output. For now this is only done for the output nodes. This will need to be extended to Closure to RGBA sub-tree. |
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MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021