Blender Git "experimental_gp_weight" branch commits. Page: 18 / 122 March 30, 2018, 14:29 (GMT) | Cleanup: Use always even numbers for samples
| March 30, 2018, 14:16 (GMT) | Cleanup: Simplify shader parameters
| March 30, 2018, 11:47 (GMT) | Restructure VFX Blur, add Samples and cleanup
Now, the number of defined passes is low and there is a new parameter to define number of samples.
| March 30, 2018, 10:17 (GMT) | Merge branch 'blender2.8' into greasepencil-object
| March 29, 2018, 17:58 (GMT) | Cleanup unused variable
| March 29, 2018, 17:38 (GMT) | Replace constant bokeh value by parameter
| March 29, 2018, 15:58 (GMT) | Fix compilation error after merge
| March 29, 2018, 15:40 (GMT) | Merge branch 'blender2.8' into greasepencil-object
Conflicts: source/blender/gpu/GPU_shader.h
| March 29, 2018, 14:56 (GMT) | Fix DOF render segment fault and use Eevee UI options
To activate the DOF for grease pencil, the Eevee option is used as main flag.
| March 29, 2018, 08:27 (GMT) | Merge branch 'greasepencil-object' into GP-DepthOfField
| March 29, 2018, 08:26 (GMT) | Merge branch 'blender2.8' into greasepencil-object
| March 29, 2018, 08:23 (GMT) | WIP: Fix alpha channel and replace by weights
Still there is a problem with the external border.
Thanks Cl�ment for the help.
| March 28, 2018, 17:59 (GMT) | WIP: More work on shaders and framebuffers for DOF
Still there are problems with the alpha factor and all the scene is empty because alpha is always 0.
| March 28, 2018, 17:11 (GMT) | Remove texture Free for DOF
These textures are freed by draw manager and don't need explicit free.
| March 28, 2018, 17:06 (GMT) | Fix wrong function to assign texture to shader
| March 28, 2018, 16:09 (GMT) | WIP: Start to add DOF support
Still is not working. Save this commit as reference.
| March 28, 2018, 06:54 (GMT) | Merge branch 'blender2.8' into greasepencil-object
| March 27, 2018, 17:27 (GMT) | Cleanup comments
| March 27, 2018, 17:11 (GMT) | Cleanup shader code
| March 27, 2018, 16:03 (GMT) | Fix alpha double blend
The color when used alpha factor always got darker. The problem was a double blend that produced a reduction in the color saturation.
Now, there is a premult of the alpha factor before doing last blend pass.
As a result of this change, now the drawing process can be simplified and a pass can be removed. Some cleanup done too.
Still need more work in render mode. Maybe the problem in render is related to Tonemapping.
Thanks Cl�ment Foucault for his help solving this issue.
|
|
|