Blender Git Loki

Kaikki Blender Git kommitit.

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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
Revision 2c21641 by Hans Goudey (master)
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
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
Revision ba3a0dc by Hans Goudey (master)
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
Revision 2966871 by Hans Goudey (master)
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
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021