Blender Git Loki

Blender Git "pbr-viewport" branch commits.

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Revision 31d6535 by Clment Fukhaut (pbr-viewport)
June 6, 2016, 09:57 (GMT)
Fix compilation error
Revision 554952d by Clment Fukhaut (pbr-viewport)
June 5, 2016, 17:45 (GMT)
Remove SSR distance
Fixed Vertex shader not compiling for world nodetree
Revision d85b6b8 by Clment Fukhaut (pbr-viewport)
June 5, 2016, 17:13 (GMT)
Fixed Planar reflection
Added Thickness parameter to SSR
Revision db46185 by Clment Fukhaut (pbr-viewport)
June 5, 2016, 14:29 (GMT)
Merge branch 'master' of git://

# Conflicts:
# source/blender/gpu/shaders/gpu_shader_material.glsl
Revision d28c4d4 by Clment Fukhaut (pbr-viewport)
June 5, 2016, 13:59 (GMT)
Polishing UI and added new splash
Revision 96f6372 by Clment Fukhaut (pbr-viewport)
June 5, 2016, 13:58 (GMT)
Added closest filtering.

This may not be compatible with all hardware but it's texture binding independant.
Revision 9c8fbd9 by Clment Fukhaut (pbr-viewport)
June 5, 2016, 13:56 (GMT)
Fix transparent renders.
Revision fbf7e5a by Clment Fukhaut (pbr-viewport)
June 4, 2016, 19:38 (GMT)
-Finished SSR Integration
-Added HiZ bufffer generation for future HiZ raytracing
-Rewritten probe choosing code
-Fixed glossy aniso mistakes
Revision d7d0166 by Clment Fukhaut (pbr-viewport)
May 31, 2016, 16:08 (GMT)
-Fixed SSR : Using depth buffer for increased precision but using another slot
-Fixed some typos
Revision 6ebbef4 by Clment Fukhaut (pbr-viewport)
May 30, 2016, 18:09 (GMT)
Merge branch 'master' of git://

# Conflicts:
# source/blender/gpu/intern/gpu_draw.c
# source/blender/gpu/shaders/gpu_shader_material.glsl
# source/blender/makesdna/DNA_view3d_types.h
# source/blender/nodes/shader/nodes/node_shader_normal_map.c
# source/blender/nodes/shader/nodes/node_shader_tex_environment.c
# source/blender/nodes/shader/nodes/node_shader_tex_image.c
# source/blender/nodes/shader/nodes/node_shader_tex_noise.c
# source/blender/nodes/shader/nodes/node_shader_texture.c
Revision bcf5e1c by Clment Fukhaut (pbr-viewport)
May 30, 2016, 15:45 (GMT)
-Added Material Layer Override
-Unified SSAO settings
-Added GPU_ltc.h to hold the luts
-Simplier SSR Settings
-Reworked Anisotropic shaders (now matching Cycles)
-Finished adding other distributions
-Added Specular AO
Revision 4841e60 by Clment Fukhaut (pbr-viewport)
May 25, 2016, 17:12 (GMT)
Added ambient occlusion support in material
Algorithm is slow but high quality
Added backface buffer to compute per pixel thickness
Sampling quality is passed via uniforms and not via constants : this is a little slower but it does not need to recompile shader every time
Moved some code for organisation.
Revision 7e4d937 by Clment Fukhaut (pbr-viewport)
May 21, 2016, 10:58 (GMT)
Started adding beckmann distribution.
Improved Sun disk equations.
Adde Tried Ray aligned disk intersection to match cycles
but it's not working on microfacet bsdf for now.
Revision 579d167 by Clment Fukhaut (pbr-viewport)
May 15, 2016, 15:37 (GMT)
Fixing area light orientation.
Revision d949b28 by Clment Fukhaut (pbr-viewport)
May 14, 2016, 22:04 (GMT)
Fixes Bug with invalid framebuffer operation in solid mode.
Revision e54385f by Clment Fukhaut (pbr-viewport)
May 7, 2016, 01:28 (GMT)
Implemented Linearly Transformed Cosines for area light.
Used for Glossy GGX and Diffuse only for now.
Revision b372028 by Clment Fukhaut (pbr-viewport)
May 6, 2016, 17:34 (GMT)
Optimisation. Only run the shadow calculation and light color once per light per material.
Compared to once per light per bsdfs. Only for cycles material mode.
Revision 105a1d8 by Clment Fukhaut (pbr-viewport)
May 6, 2016, 13:55 (GMT)
Huge codebase changes :
- Made ssfx "module" to manage screen space effects applied at material stage
- Moved probe functions to their own module
- Divided Shading glsl file into bits that are gathered when making glsl_material_library making files shorter and more organized
- Moved function generating luts and random texture to gpu_luts.c that will contains all textures needed to acheive some effects.
- GPU_PBR in GPUBuiltin is just a placeholder to trigger the uniform binding

Optimisation / correction :
- GLSL : Number of bsdf sample is now passed via an uniform instead of a #define. This means changing quality settings will no longer recompute every shaders in the scene. But this has a small perf cost.
- GLSL : Hammersley numbers are precalculated and stored inside a texture. This may have a performance impact and I will change it to a static table.
- GLSL : Random per pixel numbers are done using a texture like SSAO.
- GLSL : Lots of parameters (only for pbr) are now defined as uniform and passed at binding stage (this minimize the use of GPU_builtin).
- GLSL : most variables used in sampling algorythm are defined as global variables.
- Bsdf sampling is now using the real algorithm and not the split sum approximation (which was unecessary).

Features :
- Added toon shader support (only point light support).
- Added holdout.
Revision 80f0370 by Clment Fukhaut (pbr-viewport)
May 6, 2016, 13:13 (GMT)
Fix Opengl problem on OSX
Revision 655cfca by Clment Fukhaut (pbr-viewport)
May 3, 2016, 17:41 (GMT)
Implemented SSR :
- Still pretty rough implementation does only works with sharp glossy shader
- No Glossy reflection
- 2 algorithm but only one acheive decent results the other needs to be debuged.

Changed pbr settings location :
- They are now stored in structs like the FX options
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