Revision f1bf9d6 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Add mipmap filtering and bias to reduce noise. Also fix the roughness factors. |
Revision 09413fa by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: Fix glossy node roughness. |
Revision babef87 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Don't block the ray if tracing behind object. This requires to check for backface after a hit. |
Revision 72a4778 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Add per pixel resolve of multiple rays. |
Revision b1a8803 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Add roughness random rays. |
Revision 7938848 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Add double buffer so we can read previous frame color. Also add simple reprojection and screen fade to the SSR resolve pass. |
Revision 14bedf8 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Make raymarch step bigger. |
Revision ebc2833 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: Fix Shader compilation. |
Revision 3be8ab8 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Add simple raytracing. Still imprecise. |
Revision 19323a0 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: Fix clip/hashed alpha prepass/shadow crash. |
Revision 1d00a66 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Encode Normal in buffer and add cubemap fallback. Normals can point away from the camera so we cannot just put XY in the buffer and reconstruct Z later as we would not know the sign of Z. |
Revision 2a84331 by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: SSR: Output ssr datas to buffers. Output in 2 buffers Normals, Specular Color and roughness. This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass. |
Revision 04f8e1b by Clément Foucault July 24, 2017, 13:28 (GMT) |
Eevee: Ssr: Add ssr id to glossy nodes. An id is given to each glossy node in order to determine which specular lobe is using ssr. |
Revision b379f02 by Brecht Van Lommel July 24, 2017, 13:02 (GMT) |
Fix T50039: texture paint soften strength not working with float images. |
Revision b7fbe6a by Sergey Sharybin July 24, 2017, 13:00 (GMT) |
Initialize scene layer for evaluation context used by preview renderer Ideally need to clean and sane and impossible-to-break way of making sure evaluation context is fully initialized, but that would need some thoughts and experimentation. |
Revision bbb1c0a by Sergey Sharybin July 24, 2017, 12:50 (GMT) |
Render preview: Always make sure all ID datablocks references by objects are in bmain Otherwise we'll have confused dependency graph builder, which wouldn't be able to build proper graph. Didn't find a way to avoid world copy here, we can probably escape with some shallow copy here, but that will currently complicate code a lot. Ideas to consider here: - Use shallow copy of existing world after new ID management API is in place. Downside would be thread safety, kind of nice to have everything local. - Switch depsgraph away from ID_TAG and do hash lookup or so. This will slow down depsgraph builder, but will make code more reliable. |
July 24, 2017, 11:54 (GMT) |
Fix T51948: pen pressure not detected with some Wacom tablets. Generalizes current conditions, QT implements it the same way. |
Revision f65a8bb by Campbell Barton July 24, 2017, 07:22 (GMT) |
Correct invalid assert use |
Revision 4fd3582 by Campbell Barton July 24, 2017, 07:22 (GMT) |
Manipulator: view-selected support Only applies to selected manipulators (currently not used for regular manipulators). |
Revision d53028b by Campbell Barton July 24, 2017, 07:21 (GMT) |
Manipulator: Expose Context.manipulator_group Needed for operators run by the manipulator keymap so they can access their selected manipulators. |
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