Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

Page: 1950 / 5574

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).
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.
November 22, 2017, 09:13 (GMT)
SceneRenderLayer > SceneLayer: Convert material_override
November 22, 2017, 09:13 (GMT)
SceneRenderLayer > SceneLayer: Remove light_override
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
November 22, 2017, 06:06 (GMT)
WM: minor correction to user-pref writing

When saving templates had wrong return value.
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).
November 22, 2017, 00:59 (GMT)
Fix T53313: bevel shader with transmission render artifacts.
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.
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.
November 21, 2017, 16:34 (GMT)
Cleanup: We do not use camel case in Blender code

At least not for variables.
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.
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.
November 21, 2017, 14:47 (GMT)
Depsgraph: Fix warning with Empty objects
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? :)
November 21, 2017, 14:34 (GMT)
Depsgraph: Fix/workaround crash when toggling edit mode
November 21, 2017, 14:33 (GMT)
Depsgraph: Tag evaluated mesh as such

Helps troubleshooting.
November 21, 2017, 13:46 (GMT)
Depsgraph: Report pointer from object evaluation functions
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.
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.
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021