Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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August 19, 2017, 14:01 (GMT)
PyAPI: Add gpu.matrix API
August 19, 2017, 11:53 (GMT)
Merge branch 'master' into blender2.8
August 19, 2017, 11:36 (GMT)
PyAPI: expose matrix parsing function
August 19, 2017, 10:22 (GMT)
Correct error in gawain wrapper for non-gcc compilers
August 19, 2017, 09:46 (GMT)
Audaspace: cmake fixes, lowering to 3.0 minimum required.
August 19, 2017, 07:16 (GMT)
Cleanup: remove unneeded include

Complicated using GPU_matrix from PyAPI.
August 19, 2017, 00:40 (GMT)
Eevee: Bloom: Add Bloom Color

Moar artistic control yay!
August 19, 2017, 00:39 (GMT)
Eevee: Bloom: Add Clamp setting

It's purpose is to limit the amount of light that spread across the screen.

Not entierly sure if it's very usefull, but it sure help to avoid to drown the screen in bloom.
August 18, 2017, 23:20 (GMT)
Eevee: Fix problem with GPU_texture_generate_mipmap

This function was called to recreate the lower mip level of the probe texture. But this is not it's usage and it introduced a stall.

This patch add cubemap mipmap level regeneration in eevee_effects.c
August 18, 2017, 23:02 (GMT)
Fix T52443: Cycles OpenCL build error after recent mesh lights changes.
August 18, 2017, 17:07 (GMT)
CMake: Boost no longer needed for Audaspace references either
August 18, 2017, 15:09 (GMT)
Cycles tests: add light type tests.
August 18, 2017, 15:09 (GMT)
Cycles tests: make page less wide, use relative URLs for serving through http.
August 18, 2017, 15:08 (GMT)
Eevee: Convert metallic nodes into princinpled nodes

And wipe metallic out of the map.
August 18, 2017, 15:00 (GMT)
Swap Eevee material output with (Cycles) Material Output

Since we started supporting the (Cycles) Material Output old files
stopped working. There is no reason to keep the original Eevee material
otuput anymore.

It includes doversion for old files.
August 18, 2017, 14:59 (GMT)
Expose Transparency BSDF for Eevee UI
August 18, 2017, 14:42 (GMT)
Uniform Buffer Objects: More complete padding solution

Move floats around when needed to accomodate vec3 arrays efficiently.

With this we use slightly less memory when possible. Basically vec3s are not
treated as vec4 unless we have no float to use for padding).

Reviewers: fclem, sergey

Differential Revision: https://developer.blender.org/D2800
August 18, 2017, 13:09 (GMT)
Eevee: Rework GTAO

This includes big improvement:
- The horizon search is decoupled from the BSDF evaluation. This means using multiple BSDF nodes have a much lower impact when enbaling AO.
- The horizon search is optimized by splitting the search into 4 corners searching similar directions to help which GPU cache coherence.
- The AO options are now uniforms and do not trigger shader recompilation (aka. freeze UI).
- Include a quality slider similar to the SSR one.
- Add a switch for disabling bounce light approximation.
- Fix problem with Bent Normals when occlusion get very dark.
- Add a denoise option to that takes the neighbors pixel values via glsl derivatives. This reduces noise but exhibit 2x2 blocky artifacts.

The downside : Separating the horizon search uses more memory (~3MB for each samples on HD viewport). We could lower the bit depth to 4bit per horizon but it produce noticeable banding (might be fixed with some dithering).
August 18, 2017, 13:07 (GMT)
Eevee: Add some utils functions
August 18, 2017, 13:07 (GMT)
Eevee: MinmaxZ: Avoid unecessary conversions.
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