March 13, 2021, 21:51 (GMT) |
Cleanup: EEVEE: Remove the horizon search layered shader This shader is of no use now that we the fullres hizbuffer. |
March 13, 2021, 21:51 (GMT) |
EEVEE: Planar reflections: Fix ambient occlusion broken in reflections Use the maxzbuffer to get the correct depth information. |
March 13, 2021, 21:13 (GMT) |
Compositor anti-aliasing: map values between 0 and 1 expose values in ranges between 0 and 1 to user |
March 13, 2021, 21:00 (GMT) |
Nodes: Move group input and output to a consistent menu location Currently (in geometry nodes) you can delete the group input or group output nodes with no way to get them back without copy and paste. This adds them to the "Group" submenu of the add menu so at least there is a way to add them back. Additionally, these nodes are moved to the "Group" submenu for all node editors. This makes sense since they are not like the other input or output nodes, they really just relate to how groups are organized. Differential Revision: https://developer.blender.org/D10241 |
Revision 1e29f64 by Hans Goudey (geometry-nodes-mesh-primitives, temp-geometry-nodes-mesh-primitive-line) March 13, 2021, 20:17 (GMT) |
Merge branch 'master' into geometry-nodes-mesh-primitives |
March 13, 2021, 19:59 (GMT) |
EEVEE: ScreenSpaceReflections: Avoid outputing NaNs This happens when the normal is too much deformed to give valid reflection even after ensure_valid_reflection. Cycles seems to not handle this case either so we just discard the rays. |
March 13, 2021, 19:59 (GMT) |
Fix T86476 EEVEE: SSS material with variable radius can produce NaNs Simple divide by 0 error. The input radius was assumed to be safe but is not when the user can scale it arbitrarly. This also move the division out of the loop. |
March 13, 2021, 19:59 (GMT) |
EEVEE: Fix wrong sss component being affected by alpha This fixes NaNs / blown up values when using alpha-hashed transparency or alpha clip with SSS. |
March 13, 2021, 19:59 (GMT) |
EEVEE: ScreenSpaceReflections: Add back multi ray-hitpoint reuse We now reuse 9 hitpoints from the neighboorhood using a blue noise sample distribution as mentionned in the reference presentation. Reusing more rays does however make some area a bit more blury. The resulting noise is quite lower compared to previous implementation which was only reusing 4 hits. |
March 13, 2021, 19:59 (GMT) |
EEVEE: ScreenSpaceReflections: Increase depth threshold This avoids going through geometry when ray have certain angle. |
March 13, 2021, 19:59 (GMT) |
EEVEE: ScreenSpaceReflections: Jitter starting texel This make sure the rays are generated randomly from a fullres texel center. This creates more noise but increase the convergence when doing half res tracing. |
March 13, 2021, 19:59 (GMT) |
EEVEE: Fix split commit |
March 13, 2021, 19:59 (GMT) |
Cleanup: EEVEE: Remove SSR shader variations |
March 13, 2021, 19:59 (GMT) |
Cleanup: EEVEE: Split effect_ssr.glsl This split is to make code easier to manage and rename the files to `effect_reflection_*` to avoid confusion. Also this cleans up a bit of the branching mess in the trace shader. |
March 13, 2021, 19:59 (GMT) |
Cleanup: EEVEE: Remove hammersley texture and split hammersley code |
March 13, 2021, 19:59 (GMT) |
Cleanup: EEVEE: Make bsdf_sampling_lib.glsl more tidy |
March 13, 2021, 19:13 (GMT) |
Geometry Nodes: Add "normal" attribute for face normals This commit adds a `normal` attribute on the polygon domain. Since normal data is derived data purely based off of the location of each face's vertices, it is exposed as a read-only attribute. After rB80f7f1070f17, this attribute can be interpolated to the other domains. Since this attribute is a special case compared to the others, the implementation subclasses `BuiltinAttributeProvider`. It's possible there is a better way to abstract this. Something else might also become apparent if we add similar read-only attributes. See rB2966871a7a891bf36 for why this is preferred over the previous implementation. Differential Revision: https://developer.blender.org/D10677 |
March 13, 2021, 19:05 (GMT) |
Geometry Nodes: Revert current normal attribute implementation After further thought, the implementation of the "normal" attribute from D10541 is not the best approach to expose this data, mainly because it blindly copied existing design rather than using the best method in the context of the generalized attribute system. In Blender, vertex normals are simply a cache of the average normals from the surrounding / connected faces. Because we have automatic interpolation between domains already, we don't need a special `vertex_normal` attribute for this case, we can just let the generalized interpolation do the hard work where necessary, simplifying the set of built-in attributes to only include the `normal` attribute from faces. The fact that vertex normals are just a cache also raised another issue, because the cache could be dirty, so mutex locks were necessary to calculate normals. That isn't necessarily a problem, but it's nice to avoid where possible. Another downside of the current attribute naming is that after the point distribute node there would be two normal attributes. This commit reverts the `vertex_normal` attribute so that it can be replaced by the implementation in D10677. Differential Revision: https://developer.blender.org/D10676 |
March 13, 2021, 18:52 (GMT) |
GPencil: Remove word "Strokes" in menu This remove redundant word. |
March 13, 2021, 16:49 (GMT) |
Geometry Nodes: Add Attribute Convert node The Attribute Convert node provides functionality to change attributes between different domains and data types. Before it was impossible to write to a UV Map attribute with the attribute math nodes since they did not output a 2D vector type. This makes it possible to "convert into" a UV map attribute. The data type conversion uses the implicit conversions provided by `nodesinternnode_tree_multi_function.cc`. The `Auto` domain mode chooses the domain based on the following rules: 1. If the result attribute already exists, use that domain. 2. If the result attribute doesn't exist, use the source attribute domain. 3. Otherwise use the default domain (points). See {T85700} Differential Revision: https://developer.blender.org/D10624 |
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Master Commits
MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021