Blender Git Loki

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September 2, 2019, 14:41 (GMT)
DRW: Add line offset to DRW_STATE_SHADOW_OFFSET

This is needed for hairs.
September 2, 2019, 14:41 (GMT)
Eevee: Shadows: Improve contact shadows

Contact shadows now follow the shadowmap direction. This means it matches
the shadowmap blur that is proportional to the light radius.

Moreover this adds a more efficient bias for most contact shadows.
September 2, 2019, 14:41 (GMT)
Eevee: Shadow: Speedup: Use only 2 sample for cascaded shadowmap
September 2, 2019, 14:41 (GMT)
Eevee: Shadow: Remove receiver plane bias and use hardware filtering

In an attempt to simplify the shadowing in eevee, we remove the bias and
filtering option.

Now the shadowmap always get the minimum constant and slope bias and we
only do a bilinear shadow filtering. This means the shadow is as sharper
and exact as the shadow map format allows (bitdepth and size).

Only the lamp size can change the shadow softness.
September 2, 2019, 14:41 (GMT)
Eevee: Shadow: Make sun clip distances automatic

This simplify sun lights setup and matches more cycles behavior.
September 2, 2019, 14:41 (GMT)
Eevee: Remove ESM and VSM code
September 2, 2019, 14:41 (GMT)
Eevee: Shadows: Add Receiver Plane Depth Bias

This bias replace the previous bias method. The bias is now scalled to
have the correct depth of the triangle at the sample location. This is done
by computing the actual depth that would be recorded in the shadowmap
at the texels locations, if the triangle was extrapolated.

This leads to less shadow acne and it ensure the bias is always the minimum
amount that ensure correct shadowing.

However this technique is not failure free and if the receiver is nearly
parallel to the light, the bias is nearly infinite and light leaking occurs.

For this reason I decided to cap the bias by the bias parameter to tweak
between shadow acne and light leaking.
September 2, 2019, 14:41 (GMT)
Eevee: Replace ESM and VSM by PCF shadow mapping

PCF shadowmaps are less prone to light leaking and are faster to
render.

This remove a substantial part of the shadowing code.
September 2, 2019, 14:41 (GMT)
DRW: Add shadow bias state

This state add shadowmap bias to avoid most of self shadowing.
September 2, 2019, 14:41 (GMT)
Eevee: SSS: Refactor translucency

This separate the translucency evaluation to be outside of surface eval.

This as the benefit to reduce code complexity and remove the need for
shadow map (non-test) sampler in the shading pass.

One big change is that bsdf intensity is multiplied and stored with the
albedo color instead of the sss irradiance. This is in order to apply it
to both the translucency and the sss diffusion. This change the look of
mixed SSS shaders which is now closer to cycles.

Performance cost is negligeable.

# Conflicts:
# source/blender/gpu/shaders/gpu_shader_material.glsl
September 2, 2019, 14:39 (GMT)
Gray out number increment/decrement button for file open operations

The buttons are shown in the file browser context menu.
September 2, 2019, 14:38 (GMT)
Eevee: SSS: Refactor to use less memory and always use separate albedo

This refactor reduce the Memory overhead of SSS and enables us to always
use separate albedo. Previously we used 128bits/px for SSS data and
32bits/px for albedo. Now we use 112bits/px for SSS data & separate albedo
altogether.

This refactor is needed for PCF shadow maps.

# Conflicts:
# source/blender/gpu/shaders/gpu_shader_material.glsl
September 2, 2019, 14:30 (GMT)
GPUFramebuffer: Bump max color attachement to 6
September 2, 2019, 14:14 (GMT)
Fix empty tool settings region with old files

E.g. visible in the VSE workspace.

Also removes redundant NULL checks (do_versions_find_region asserts, and
AFAIK they should never be NULL)
September 2, 2019, 14:09 (GMT)
improved Change Particle Velocity node
September 2, 2019, 13:43 (GMT)
Merge branch 'master' into filebrowser_redesign
September 2, 2019, 13:40 (GMT)
fix mesh emitter action context
September 2, 2019, 13:13 (GMT)
abstract mesh surface action context
September 2, 2019, 13:07 (GMT)
rename
September 2, 2019, 12:42 (GMT)
Merge branch 'master' into functions
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021