Revision d276e45 by Dalai Felinto November 22, 2017, 09:13 (GMT) |
SceneRenderLayer > SceneLayer: Convert Z-Mask Note: Cycles still need to implement the per-object holdout (similar to how we do shadow catcher). |
Revision e22ca0f by Dalai Felinto November 22, 2017, 09:13 (GMT) |
SceneRenderLayer > SceneLayer: Convert samples_override Note: Cycles still need to handle its own doversion for theses cases and (1) Remove the override as it is (2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED. |
Revision 05306d9 by Dalai Felinto November 22, 2017, 09:13 (GMT) |
SceneRenderLayer > SceneLayer: Convert material_override |
Revision f15c63b by Dalai Felinto November 22, 2017, 09:13 (GMT) |
SceneRenderLayer > SceneLayer: Remove light_override |
Revision 9ce2370 by Dalai Felinto November 22, 2017, 09:13 (GMT) |
SceneRenderLayer > SceneLayer: Remove exclude_layer Note: It is up to Cycles to still get rid of exclude_layer internally: RenderLayerInfo.exclude_layer |
Revision 69b5165 by Campbell Barton November 22, 2017, 06:06 (GMT) |
WM: minor correction to user-pref writing When saving templates had wrong return value. |
Revision 846cdf5 by Clément Foucault November 22, 2017, 03:51 (GMT) |
Eevee : SSS : Add Translucency support. This adds the possibility to simulate things like red ears with strong backlight or material with high scattering distances. To enable it you need to turn on the "Subsurface Translucency" option in the "Options" tab of the Material Panel (and of course to have "regular" SSS enabled in both render settings and material options). Since the effect is adding another overhead I prefer to make it optional. But this is open to discussion. Be aware that the effect only works for direct lights (so no indirect/world lighting) that have shadowmaps, and is affected by the "softness" of the shadowmap and resolution. Technical notes: This is inspired by http://www.iryoku.com/translucency/ but goes a bit beyond that. We do not use a sum of gaussian to apply in regards to the object thickness but we precompute a 1D kernel texture. This texture stores the light transmited to a point at the back of an infinite slab of material of variying thickness. We make the assumption that the slab is perpendicular to the light so that no fresnel or diffusion term is taken into account. The light is considered constant. If the setup is similar to the one assume during the profile baking, the realtime render matches cycles reference. Due to these assumptions the computed transmitted light is in most cases too bright for curvy objects. Finally we jitter the shadow map sample per pixel so we can simulate dispersion inside the medium. Radius of the dispersion is in world space and derived by from the "soft" shadowmap parameter. Idea for this come from this presentation http://www.iryoku.com/stare-into-the-future (slide 164). |
Revision d77f1d6 by Brecht Van Lommel November 22, 2017, 00:59 (GMT) |
Fix T53313: bevel shader with transmission render artifacts. |
Revision 5f4058d by Bastien Montagne November 21, 2017, 21:25 (GMT) |
Removing OMP: get rid of usages in /bmesh/ area. Just removing it, such cases are not bottlenecks and not worth the complication of doing real threading with own BLI_task. Other (remaining) usages may be relevant, need case-by-case check. |
Revision 7770c2e by Bastien Montagne November 21, 2017, 21:25 (GMT) |
Removing OMP: get rid of last bit in /editors/ area. Just removing it, such cases are not bottlenecks and not worth the complication of doing real threading with own BLI_task. |
Revision 6c37253 by Sergey Sharybin November 21, 2017, 16:34 (GMT) |
Cleanup: We do not use camel case in Blender code At least not for variables. |
Revision 6785a2b by Sergey Sharybin November 21, 2017, 16:31 (GMT) |
Fix T53371: Keying Node fails with values above 1 This was expected behavior for over-exposured lamps when the mode was originally created for Tears of Steel. Turns out, there could be really bad green screen in real production which will only have green (or rather screen) channel over exposured. Tweaked condition now so we use least bright channel to see if the area has proper exposure or not. Seems to work fine in tests, but further tweaks are possible. |
Revision ff810f0 by Dalai Felinto November 21, 2017, 15:19 (GMT) |
Shows all Cycles panels based on scene, not context engine This is tricky since we may want granular polling depending on the setting. Or an option to pick whether we want the context or the scene to drive the panels to prevent too many panels when mixing Eevee and Cycles for example. |
Revision a80b74a by Sergey Sharybin November 21, 2017, 14:47 (GMT) |
Depsgraph: Fix warning with Empty objects |
Revision 83b3e3f by Sergey Sharybin November 21, 2017, 14:40 (GMT) |
Depsgraph: Use evaluation context to get time from This way we don't modify scene to get current frame from. Will also let us to hopefully get rid of Scene stored in ModifierData. Only did for Wave modifier for now, maybe someone is around to check on another modifiers? :) |
Revision 99ffd7b by Sergey Sharybin November 21, 2017, 14:34 (GMT) |
Depsgraph: Fix/workaround crash when toggling edit mode |
Revision 6ee7a02 by Sergey Sharybin November 21, 2017, 14:33 (GMT) |
Depsgraph: Tag evaluated mesh as such Helps troubleshooting. |
Revision 0debe33 by Sergey Sharybin November 21, 2017, 13:46 (GMT) |
Depsgraph: Report pointer from object evaluation functions |
Revision 2b1a354 by Sergey Sharybin November 21, 2017, 13:23 (GMT) |
Depsgraph: Fix crash removing object when CoW is enabled Not sure why that check was even done there. Maybe some residue of debug. |
Revision 528841b by Sergey Sharybin November 21, 2017, 13:23 (GMT) |
Depsgraph: Remove workarounds used for cyclic dependencies This was dangerous to do such calculations, and now it is solvable by making dependency graph more granular in this case. Removing the workaround also saves us a hassle of passing lots of extra arguments down the evaluation routines. In theory, we can also remove EvaluationCOntext from constraints evaluation as well now. But probably better to wait with such removal for now. This commit effectively reverts 1130c53. Will do a proper fix in dependency graph itself. |
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