Commit Graph

1441 Commits

Author SHA1 Message Date
d640ce40aa (Nodes) Display image name if any in the Cycles Image and Environment Texture node title 2018-02-13 00:58:26 +01:00
832f7a6648 Merge branch 'master' into blender2.8 2018-02-09 20:36:59 +01:00
a6968e87f1 Cycles: add random walk subsurface scattering to Principled BSDF.
Differential Revision: https://developer.blender.org/D3054
2018-02-09 19:58:42 +01:00
5db950e860 Cleanup: use workspace for object_mode when possible 2018-02-09 22:14:39 +11:00
5ec016169b Object Mode: use eval_ctx for context/screen code 2018-02-06 18:03:28 +11:00
1bc0cd0071 Merge branch 'master' into blender2.8 2018-02-03 16:10:01 +01:00
f9ea097a87 Cycles: add Vector Displacement node and extend Displacement node.
This adds midlevel and object/world space for displacement, and a
vector displacement node with tangent/object/world space, midlevel
and scale.

Note that tangent space vector displacement still is not exactly
compatible with maps created by other software, this will require
changes to the tangent computation.

Differential Revision: https://developer.blender.org/D1734
2018-02-03 12:20:26 +01:00
6a65fc3456 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/modifiers/intern/MOD_wireframe.c
2018-01-24 12:14:59 +01:00
eb7d251cd7 Fix Cycles GLSL bump not matching final render after recent changes. 2018-01-24 10:57:32 +01:00
41cc2ae626 Merge branch 'master' into blender2.8 2018-01-23 13:19:32 +01:00
b129ea843a Cycles: change material output displacement to vector.
Previously only scalar displacement along the normal was supported,
now displacement can go in any direction. For backwards compatibility,
a Displacement node will be automatically inserted in existing files.

This will make it possible to support vector displacement maps in the
future. It's already possible to use them to some extent, but requires
a manual shader node setup. For tangent space maps the right tangent
may also not be available yet, depends on the map.

Differential Revision: https://developer.blender.org/D3015
2018-01-23 12:49:35 +01:00
4a5ee1a5a2 Cycles: add Displacement node.
This converts object space height to world space displacement, to be
linked to the new vector displacement material output.

Differential Revision: https://developer.blender.org/D3015
2018-01-23 11:12:26 +01:00
790025c01e Merge branch 'master' into blender2.8
# Conflicts:
#	intern/cycles/blender/blender_mesh.cpp
#	source/blender/editors/screen/screen_ops.c
#	source/blender/editors/space_view3d/drawobject.c
2018-01-21 18:45:47 -02:00
e53447c137 Fix old files with changed node socket type not loading correctly.
This would lead to sock.default_value pointing to the wrong data type,
possibly causing crashes. Unfortunately, this bug will still exist for
older Blender versions that try to load newer files, which makes
changing the type of a node socket problematic.
2018-01-20 22:42:59 +01:00
c26da06ae6 Merge branch 'master' into blender2.8 2018-01-08 09:39:32 +01:00
87607254d6 (Nodes) Display image name if any in the Image and Texture Image node title 2018-01-07 22:29:25 +01:00
6eb89027c3 Fix T53696: Compositor HSV limits changed 2018-01-05 20:13:17 +11:00
1c7cfa025c Merge branch 'master' into blender2.8 2017-12-07 23:53:03 +11:00
2e2e6e3bdb Cleanup: Use BKE_colorband prefix 2017-12-07 15:52:59 +11:00
cc811d1fd6 Cleanup: extract BKE_colorband from BKE_texture 2017-12-07 15:40:11 +11:00
16a2802149 Eevee: SSS: Principled Shader: Add a workaround the lack of scale input
This is a hack to make the user control the SSS radius even though the profile is baked with the default radius values.

This is completly against UI principles since you cannot edit the profile radiuses while there is something plugged into the radius socket.
Better solution will be to either have a dedicated node value for RGB radiuses and a SSS scale socket only for eevee.
2017-11-24 06:37:37 +01:00
4f8bffa7bf Merge branch 'master' into blender2.8 2017-11-23 19:16:11 +01:00
56da112ae0 Fix T53360: crash with GLSL bump mapping and missing group output node. 2017-11-23 18:12:32 +01:00
Dalai Felinto
3abe8b3292 Rename any instance of scene layer or render layer in code with view layer
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.

* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started

Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.

Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.

Reviewers: campbellbarton, sergey

Differential Revision: https://developer.blender.org/D2927
2017-11-23 07:48:23 -02:00
Dalai Felinto
3a95bdfc65 SceneRenderLayer Removal/Refactor
This patch moves all the functionality previously in SceneRenderLayer to SceneLayer.
If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer.

Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get
rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished.

This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail.

This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion).

Following next is the individual note of the individual parts that were committed.

Note 1: It is up to Cycles to still get rid of exclude_layer internally.
Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and

(1) Remove the override as it is
(2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE

Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED.

Note 3: Cycles still need to implement the per-object holdout
(similar to how we do shadow catcher).

Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.

Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.

Reviewers: sergey, campbellbarton, brecht

Differential Revision: https://developer.blender.org/D2919
2017-11-22 07:13:33 -02:00
Julian Eisel
7f96323cd0 Merge branch 'master' into blender2.8 2017-11-19 13:16:14 +01:00
4de142e0b7 Eevee : Fix bug with SSS and SSR active node selection
The bug was affecting the ability to correctly edit the expected SSS profile.
2017-11-18 22:15:08 +01:00
40c8a18229 Cleanup: style 2017-11-18 17:22:54 +11:00
f60563dd91 Fix error when compiling with msvc
'function': incompatible types - from 'int *' to 'short *'
2017-11-17 00:30:07 -02:00
936ddde35c Eevee: SSS: Add cubic profile for the sake of completeness.
It wasnt really hard except from the wierd sharpness 0.5 multiplication.
2017-11-17 02:00:48 +01:00
fcbb8e71c5 Eevee: SSS: Add SSS to the principled shader. 2017-11-16 21:30:15 +01:00
57c3fbd324 Eevee: SSS: Add Christensen-Burley diffusion profile.
This seems to be a correct implementation of the same diffusion profile as Cycles uses by default.

There are a few bias though:
- We consider _A_ the albedo to be 1 when evaluating _s_.
- We use a factor of 0.6 when computing _d_ to match more or less cycles results.

Note that doing per pixel jittering does bias the result even further (loss of energy).
2017-11-16 21:30:15 +01:00
f8b1430566 Eevee: Initial Separable Subsurface Scattering implementation.
How to use:
- Enable subsurface scattering in the render options.
- Add Subsurface BSDF to your shader.
- Check "Screen Space Subsurface Scattering" in the material panel options.

This initial implementation has a few limitations:
- only supports gaussian SSS.
- Does not support principled shader.
- The radius parameters is baked down to a number of samples and then put into an UBO. This means the radius input socket cannot be used. You need to tweak the default vector directly.
- The "texture blur" is considered as always set to 1
2017-11-14 00:49:54 +01:00
ab013224ad GPUMaterial : Add sss_data to Closure struct. 2017-11-13 22:09:12 +01:00
Dalai Felinto
cec7f1215a Rename Scene macros back to their original _NEW less names 2017-11-09 13:35:46 -02:00
859417c657 Cleanup: Use full name for scene_layer in nodes 2017-11-09 15:45:21 +01:00
7b1d707481 Merge branch 'master' into blender2.8 2017-11-08 00:20:59 +01:00
a0478ebe37 Fix incorrect bevel shader in GLSL (should work as if there is no bevel node). 2017-11-08 00:19:24 +01:00
26f39e6359 Cycles: add bevel shader, for raytrace based rounded edges.
The algorithm averages normals from nearby surfaces. It uses the same
sampling strategy as BSSRDFs, casting rays along the normal and two
orthogonal axes, and combining the samples with MIS.

The main concern here is that we are introducing raytracing inside
shader evaluation, which could be quite bad for GPU performance and
stack memory usage. In practice it doesn't seem so bad though.

Note that using this feature can easily slow down renders 20%, and
that if you care about performance then it's better to use a bevel
modifier. Mainly this is useful for baking, and for cases where the
mesh topology makes it difficult for the bevel modifier to work well.

Differential Revision: https://developer.blender.org/D2803
2017-11-07 22:35:12 +01:00
bc7c0335dc Eevee: Volumetrics: Support Smoke simulation textures.
It should behave like cycles.

Even if not efficient at all, we still do the same create - draw - free process that was done in the old viewport to save vram (maybe not really the case now) and not care about simulation's GPU texture state sync.
2017-10-27 22:49:15 +02:00
4f7665c844 Eevee: Volumetrics: Add Volume object support.
This is quite basic as it only support boundbing boxes.
But the material can refine the volume shape in anyway the user like.

To overcome this limitation, a voxelisation should be done on the mesh (generating a SDF maybe?) and tested against every volumetric cell.
2017-10-27 22:49:15 +02:00
18ba7e26ad GPUMaterial: Add a domain property.
This let us know efficiently if a material has a dedicated nodetree for each of it's output node input.

Only works for Eevee at this moment.
2017-10-27 22:49:15 +02:00
b66728d63d Merge branch 'master' into blender2.8 2017-10-21 12:43:17 +11:00
c74c72101e Fix compositor node links getting lost on file load for custom render passes. 2017-10-20 14:41:24 +02:00
Dalai Felinto
d3e7a737de Silence warning 2017-10-16 17:53:57 -02:00
Dalai Felinto
e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.

The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.

Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.

* use_scene_settings
* properties editor: workshop + organize context path

Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.

This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.

Properties Editor: Add Workspace and organize context path
==========================================================

We now have the properties of:

Scene, Scene > Layer, Scene > World, Workspace

[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)

Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
2017-10-16 17:29:04 -02:00
Dalai Felinto
e8962f90de Fix compatibility flag for nodetree
NODE_NEWER_SHADING was introduced in e868b459bb however it should have been
added as a bitflag.

BKE_scene_uses_blender_eevee() was used in gpu_shader_output() as a workaround
for compatibility being poorly used.

Anyways this fixes this situation. This is necessary for an upcoming patch, even
though this is considered temporary - since the other NODE_*_SHADING values are
legacy from Blender Internal drawing.
2017-10-16 16:36:45 -02:00
78c2242db5 Revert "Fix T52792: Typo in UI label of a HairInfo node socket."
This reverts commit 8ad479a322.
2017-09-20 22:06:23 +02:00
8ad479a322 Fix T52792: Typo in UI label of a HairInfo node socket. 2017-09-20 21:06:33 +02:00
Dalai Felinto
518e768579 Fix T52441: Principle BSDF clearcoat
Since the change to prevent shader recompilation at every update, we got
a regression when clearcoat was used.

Basically at the shader build time we would determine if the shader
needed clear coat, and if it didin't, it would build a different GLSL
program.

However if later the user updated the clearcoat value so that it would
then require the full clearcoat shader, the user wouldn't get it until
manually forcing the shader to recompile, or reopening the file.

We now handle the optimization in the GLSL code. That adds a minimum
overhead due to branching. But the overall performance seems unchanged
(tested on linux in AMD and NVidia).

Reviewers: pascal, brecht, fclem

Differential Revision: https://developer.blender.org/D2822
2017-09-05 16:40:27 +02:00