Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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November 15, 2018, 18:48 (GMT)
Explicitly disable separator spacer in popover and pie menus

It is doable to get it to work, you just need to process it line
by line though, and get the right width of each one.

Disabling it for now since it is not implemented anyways.
November 15, 2018, 17:48 (GMT)
Fix tool error opening Sculpt template.
November 15, 2018, 17:35 (GMT)
Templates: set autosmooth threshold to 30�, matching default for new meshes.
November 15, 2018, 17:29 (GMT)
Fix T57854: Disable viewport visibility crash
November 15, 2018, 17:16 (GMT)
Eevee: Add irradiance smoothing

This is a parameter that will make the interpolation between irradiance
cells of a same Irradiance Volume smoother, reducing the weight of the
light leaking correction factors.

It is usefull in some cases to avoid harsh lighting transition that can
happen when a sample point it near a surface.
November 15, 2018, 17:16 (GMT)
Eevee: Irradiance Grid: Make the influence shape corners round

This makes it easier to add corrective light grids without having ugly
blending corners revealing the shape of the grid bounds.
November 15, 2018, 17:16 (GMT)
Eevee: Lights: Reduce default cascade distance
November 15, 2018, 17:16 (GMT)
Eevee: Cleanup & small optimization
November 15, 2018, 17:16 (GMT)
Eevee: Add Light Threshold value

This is an important change. Starting from now, all lights have a finite
influence radius (similar to the old sphere option for BI).

In order to avoid costly setup time, this distance is first computed
automatically based on a light threshold. The distance is computed
at the light origin and using the inverse square falloff. The setting
can be found inside the render settings panel > shadow tab.

This light threshold does not take the light shape into account an may not
suit every case. That's why we provide a per lamp override where you can
just set the cutt off distance (Light Properties Panel > Light >
Custom Distance).

The influence distance is also used as shadow far clip distance.

This influence distance does not concerns sun lights that still have a
far clip distance.

---

This change is important because it makes it possible to cull lights
an improve performance drastically in the future.
November 15, 2018, 17:16 (GMT)
Eevee: Optimisation: Bypass light power calculation when not needed

This makes quite a big improvement in my case 1.8ms vs 2.3ms for a single
area light.
This will make even more difference with light attenuation.
November 15, 2018, 17:16 (GMT)
Eevee: Cleanup: Fix wrong sun area light power calculation
November 15, 2018, 17:16 (GMT)
Eevee: Make sun power match cycles better.

I made an empirical test with a 100% diffuse sphere and manually tweak the
lighting power of a sun lamp trying to fit cycles and eevee the best I can.

Then I plotted the result and found a rough fit to the equation and that
seems to work pretty well.
November 15, 2018, 16:52 (GMT)
Fix node_shader_utils: "Specular Tint" is a float (not a color)
November 15, 2018, 16:42 (GMT)
RNA: always allow fallback from defaultarray to defaultvalue.

The python getters for the array already allowed that, but not the
actual C RNA access functions. This is inconsistent, so implement
the fallback in all cases. Now if by default the property should
contain the same value in all positions, it is not necessary to
actually use an array.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D3940
November 15, 2018, 16:19 (GMT)
Cycles: Cleanup, code style
November 15, 2018, 16:17 (GMT)
Merge branch 'master' into blender2.8
November 15, 2018, 16:16 (GMT)
Cycles: Cleanup, code style
November 15, 2018, 16:10 (GMT)
Py API: Fix documentation/actual behavior missmatch in gpu.matrix
November 15, 2018, 15:54 (GMT)
Py API Docs: Fix formatting
November 15, 2018, 15:50 (GMT)
Fix T57825: Crash when assign material

We need to make sure that all the nested node trees are localized.

Because of this reason, we need to roll back to a bit older way
of dealing with materials.

Should be all safe now with the fixes from few moments ago.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021