In 2.79 hiding works in paint modes with selection enabled,
so it is a missing feature. This implements it in texture
paint overlays and in workbench base shading.
Reviewers: fclem
Differential Revision: https://developer.blender.org/D3989
The crash only occurs with Intel 3rd generation GPUs.
It occurs because the program needs to be used at least once in the opengl context in which it is created.
This is a nasty bug. Because the node does not get properlly tagged as SSS
(sss_id is 0) but is still evaluated (so tagging the GPUMaterial as having
SSS). The sssProfile UBO is still declared and we need to bind something
to it.
This is more like a static optimisation when some parameters are set to 1.0
or 0.0. In theses case we use a more optimized version of the node.
This also revisit the transmission parameter behaviour to make it closer to
cycles.
Some of them are unecessary and should be removed from the shader instead.
But for now we need a quick fix for the crashes happening on some platforms.
See T55475.
This separate probe rendering from viewport rendering, making possible to
run the baking in another thread (non blocking and faster).
The baked lighting is saved in the blend file. Nothing needs to be
recomputed on load.
There is a few missing bits / bugs:
- Cache cannot be saved to disk as a separate file, it is saved in the DNA
for now making file larger and memory usage higher.
- Auto update only cubemaps does update the grids (bug).
- Probes cannot be updated individually (considered as dynamic).
- Light Cache cannot be (re)generated during render.
- Change gl_context_mutex to a ticket mutex ensuring interactivity even
when rendering.
- Add DRW_custom_pipeline for using DRW outside of the viewport and render
pipeline.
- DRW_opengl_render_context_*** and DRW_gawain_render_context_*** to use
with DRW_custom_pipeline.
- Add possibility to bypass deferred compilation on demand (not User
demand).
- Add union to access DRWMatrixState members more easily.
Note: Metaballs only support the first material slot. Splicing it per
material would create empty Batches. In order to overcome this we set
the batch for other materials to NULL. We added extra checks in EEVEE
and Workbench to not draw when the geom is NULL.
This patch reduce the branching in the lamp loop, improving compilation time
noticeably (2372ms to 1785ms for the default shader).
This should not change the appearance of the shader.
Performance impact is negligeable.
- Uses the roughness setting of the basic eevee material
- renamed gloss_mir to roughness
- set default of roughness to 0.25
- renamed ray_mirror to metallic
- cleaned up material rna (BI mirror struct)
- use BLINN phong model
- normalize incoming/outgoing specular light
- when using camera oriented studiolight, the SolidLight will be used
for specular highlights
- EXPERIMENT: when in world oriented studiolight only the shadow direction will be used.
- change the settings of the internal light to make scenes more
readable
This now can shade actual poly strips that mimics cylinders.
This makes hair coverage exact compared to the line method and result in
smoother fading hair.
This does make the sampling a bit more exact but needs more samples to
converge properly.
Scene lights are rendered when
- v3d is not available
- or shading type is other then OB_MATERIAL
- or shading type is OB_MATERIAL and use_scene_light is true
For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
This mean we can now have different shadow resolutions for both.
However each shadow type keep the same size accross all lamps because of
future "real" Cube Shadowmaps limitation and to save texture sampler slots.
That said the cascade shadow resolution could (in the future) still be
changed to be adjustable per sun lamp.
Now they are properly converted to Linear space before interpolation.
Since the only way to get vertex color in eevee and cycles is via the
attribute node with the CD_AUTO_FROM_NAME flag, we have to know at binding
time which type of buffer will be connected to this auto input.
We store this information inside the batch cache (together with the according
uniform name) and pass it as uniform to the shader which does conversion if
needed. The same shader can then be reused to draw another mesh with
different auto layers configuration.