DrawEngines: Depth Of Field Units
The unit system is designed for displaying and editing and not for rendering. Eevee, Workbench and GPencil used these settings to convert the focal length and sensor size to world units. Making depth of field render differently with Cycles. For now we will remove the scale in the draw engines to match cycles, until we implemented a camera parameters specific scale. Reviewed By: brecht, fclem Maniphest Tasks: T64988 Differential Revision: https://developer.blender.org/D4925
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@@ -140,14 +140,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata),
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float focus_dist = BKE_camera_object_dof_distance(camera);
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float focal_len = cam->lens;
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/* this is factor that converts to the scene scale. focal length and sensor are expressed in
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* mm unit.scale_length is how many meters per blender unit we have. We want to convert to
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* blender units though because the shader reads coordinates in world space, which is in
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* blender units.
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* Note however that focus_distance is already in blender units and shall not be scaled here
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* (see T48157). */
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float scale = (scene_eval->unit.system) ? scene_eval->unit.scale_length : 1.0f;
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float scale_camera = 0.001f / scale;
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const float scale_camera = 0.001f;
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/* we want radius here for the aperture number */
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float aperture = 0.5f * scale_camera * focal_len / fstop;
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float focal_len_scaled = scale_camera * focal_len;
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@@ -119,13 +119,7 @@ static void GPENCIL_dof_nearfar(Object *camera, float coc, float nearfar[2])
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float focus_dist = BKE_camera_object_dof_distance(camera);
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float focal_len = cam->lens;
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/* This is factor that converts to the scene scale. focal length and sensor are expressed in mm
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* unit.scale_length is how many meters per blender unit we have. We want to convert to blender
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* units though because the shader reads coordinates in world space, which is in blender units.
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* Note however that focus_distance is already in blender units and shall not be scaled here
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* (see T48157). */
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float scale = (scene->unit.system) ? scene->unit.scale_length : 1.0f;
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float scale_camera = 0.001f / scale;
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const float scale_camera = 0.001f;
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/* we want radius here for the aperture number */
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float aperture_scaled = 0.5f * scale_camera * focal_len / fstop;
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float focal_len_scaled = scale_camera * focal_len;
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@@ -231,7 +231,6 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata, Object *camera)
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{
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const DRWContextState *draw_ctx = DRW_context_state_get();
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const Scene *scene_eval = DEG_get_evaluated_scene(draw_ctx->depsgraph);
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RegionView3D *rv3d = draw_ctx->rv3d;
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/* Parameters */
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@@ -242,14 +241,7 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata, Object *camera)
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float focal_len = cam->lens;
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/* TODO(fclem) deduplicate with eevee */
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/* this is factor that converts to the scene scale. focal length and sensor are expressed in mm
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* unit.scale_length is how many meters per blender unit we have. We want to convert to blender
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* units though because the shader reads coordinates in world space, which is in blender units.
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* Note however that focus_distance is already in blender units and shall not be scaled here
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* (see T48157). */
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float scale = (scene_eval->unit.system) ? scene_eval->unit.scale_length : 1.0f;
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float scale_camera = 0.001f / scale;
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const float scale_camera = 0.001f;
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/* we want radius here for the aperture number */
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float aperture = 0.5f * scale_camera * focal_len / fstop;
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float focal_len_scaled = scale_camera * focal_len;
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