Revision f182450 by Campbell Barton June 22, 2017, 08:36 (GMT) |
Manipulator: target property definitions Changes from custom-manipulator branch. - use property type definitions. - add property free callback. - move properties into the wmManipulator struct (over alloc). - use array length from property types instead of arg passing. |
Revision 7abed4e by Bastien Montagne June 22, 2017, 08:29 (GMT) |
Fix T51867: Insert Keyframe I - L / I - R / I - S key combos are broken. Reorder keyingsets registration order, since it also afects order of I menu options, better show most used ones first, pure alphabetical order is not great here... Will likely break some muscle memory though. :| Based on D2720 by Carlo Andreacchio (@candreacchio), thanks. |
Revision be4b555 by Dalai Felinto June 22, 2017, 08:25 (GMT) |
Fix T51863: CompositorNodeSwitchView have the wrong rna API Although the original report was about the docs, the real issue was in the API. My original commit started from a copy-paste from the Switch Node. However I don't use custom1 for thew Switch View node. The docs is slightly incomplete since it would be nice to mention the views here. Or maybe even expose them via Python. But honestly they are generated depending on the scene multi-view settings. |
Revision 87adeb8 by Clément Foucault June 22, 2017, 01:51 (GMT) |
Eevee: Ambient Occlusion: Enable Multibounce approximation and Change influence factor. Making the influence a power for easy tuning. Works like a contrast knob. |
Revision 779c950 by Clément Foucault June 22, 2017, 01:51 (GMT) |
Eevee: Ambient Occlusion: Initial implementation. Implement GTAO (Ground Truth Ambient Occlusion) which is a special case of Horizon Based Ambient Occlusion that is more physically accurate. Also add a bent normal option to sample indirect irradiance (diffuse lighting) with the least occluded direction. |
Revision 5ccc022 by Clément Foucault June 22, 2017, 01:51 (GMT) |
Eevee: Improve material variation managment. - Unify variations between default shaders and material shader. - Only create default shader passes if needed. Downside is that we have a big array of passes and shading grp in the vedata ... And it will double in size each time a new variation flag is added. |
Revision 1159d8c by Clément Foucault June 22, 2017, 01:51 (GMT) |
Eevee: Ambient Occlusion: Add UI properties. |
Revision 2c7f6db by Clément Foucault June 22, 2017, 01:51 (GMT) |
Eevee: Minmax Depth Pyramid. This commit introduce the computation of a depth pyramid containing min and max depth values of the original depth buffer. This is useful for Clustered Light Culling but also for raytracing on the depth buffer (SSR). It's also usefull to have to fetch higher mips in order to improve texture cache usage. As of now, 1st mip (highest res) is half the resolution of the depth buffer, but everything is already done to be able to make a fullres copy of the depth buffer in the 1st mip instead of downsampling. Also, the texture used is RG_32F which is a too much but enough to cover the 24bits of the depth buffer. Reducing the texture size would make things quite faster. |
Revision ed59d03 by Clément Foucault June 22, 2017, 01:51 (GMT) |
GPUFramebuffer: Add recursive downsampling function. This special case function enables rendering to a miplevel while using the miplevels above as texture input. This is needed for some algorithm (i.e. creating a min-max depth pyramid texture). |
Revision fe2ff3f by Clément Foucault June 22, 2017, 01:51 (GMT) |
GPUTexture: Support for nearest sampling with mipmaps. |
Revision 1979176 by Lukas Stockner June 21, 2017, 22:09 (GMT) |
Cycles: Fix excessive sampling weight of glossy Principled BSDF components If there was any specularity in the Principled BSDF, it would get a sampling weight of one regardless of its actual impact. This commit makes Cycles estimate the contribution of the component and adjust the weighting accordingly, which greatly improves the noise characteristics of the Principled BSDF in many cases. Note that this commit might slightly change the brightness of areas when using MultiGGX and high roughnesses, but the new brightness is more accurate and closer to the result of Branched Path Tracing. See T51836 for details. Differential Revision: https://developer.blender.org/D2677 |
Revision 8cb741a by Lukas Stockner June 21, 2017, 22:09 (GMT) |
Fix T51836: Cycles: Fix incorrect PDF approximations of the MultiGGX closures The PDF of the MultiGGX sampling is approximated by the singlescattering GGX term as well as a scaled diffuse term that makes up for the energy in the multiscattering component that's missed by GGX. However, there were two problems with the glossy terms: The diffuse term missed a normalization factor, and the singlescattering term was not properly scaled down based on the albedo estimate. The glass term was completely wrong and has been rewritten. It uses the fresnel factor to weight reflection vs. refraction and uses the glossy MultiGGX model for reflection. For refraction, the correct singlescattering term is now used, and a new albedo approximation is used that was derived by evaluating GGX albedo for roughnesses from 0 to 1 and IORs from 1 to 3 and fitting numerical approximations to it. The resulting model has a mean relative error of 9e-5, but could probably be simplified without losing noticable accuracy in the final render. The improved PDFs help with glossy highlights (due to better light sampling vs. closure sampling MIS) and fix the situation described in T51836 where mixing MultiGGX with other closures (as it happens in e.g. the Principled BSDF) causes incorrect darkening. |
Revision 968093e by Brecht Van Lommel June 21, 2017, 19:31 (GMT) |
Fix T51862: principled shader GLSL artifacts in ortho mode. |
Revision 14ea0c5 by Brecht Van Lommel June 21, 2017, 17:55 (GMT) |
Fix T51849: change Cycles clearcoat gloss to roughness. This is compatible with UE4 and more consistent with specular and transmission roughness, even if it deviates from the original Disney BRDF. |
Revision 4ceb006 by Dalai Felinto June 21, 2017, 13:14 (GMT) |
Merge remote-tracking branch 'origin/master' into blender2.8 |
Revision 22466a5 by Dalai Felinto June 21, 2017, 12:05 (GMT) |
Fix typo in builtbot config |
Revision 2ae172e by Dalai Felinto June 21, 2017, 10:25 (GMT) |
Fix blenderplayer (tm) |
Revision af35455 by Bastien Montagne June 21, 2017, 08:30 (GMT) |
Fix T51856: `BKE_mesh_new_from_object()` would often generate default 'Mesh' named datablock. This is annoying especially for exporters who do use mesh name, since it broke any relation with actual Mesh naming in original Blend file. Unfortunately, we cannot avoid the extra .xxx digits. ;) |
Revision 85c5c55 by Campbell Barton June 21, 2017, 07:06 (GMT) |
Manipulator: edit_properties -> target_properties Naming was too confusing between properties of a manipulator and properties it edits. |
Revision c3a8b51 by Campbell Barton June 21, 2017, 06:21 (GMT) |
Manipulator: Move types into their own directory |
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