Commit Graph

1466 Commits

Author SHA1 Message Date
1c24c04e60 Remove workspace object mode, reverts changes w/ 2.8
This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
2018-04-05 18:21:14 +02:00
c8a7c4f245 Merge branch 'master' into blender2.8 2018-03-20 16:13:37 +13:00
Matthias Ellerbeck
8ecf35d850 Fix T54240: automatic node link moving should take into account type.
Without this a "Clearcoat" link could be moved to "Clearcoat Normal"
for example, which doesn't make much sense.

Differential Revision: https://developer.blender.org/D3105
2018-03-19 21:52:49 +01:00
93e0e716f3 Merge branch 'master' into blender2.8 2018-03-10 19:06:28 +01:00
7613ffc944 Cycles: switch to squared roughness convention for all nodes.
This was already done for the Principled BSDF to be compatible with typical
baked roughness maps in PBR workflows.
2018-03-10 18:05:01 +01:00
33b6f944c6 Merge branch 'master' into blender2.8 2018-02-28 21:34:09 +01:00
03d1070378 Cycles: change principled BSDF default distribution and SSS.
* Use a subsurface color equal to the base color, and give the subsurface
  radius skin like values by default. This is how the parameter should
  typically be used.
* Use GGX by default, multiscatter GGX is still quite noisy and has some
  fireflies so let's keep it optional for now.
2018-02-28 21:31:28 +01:00
38ccd1fe33 Eevee: add Principled Volume shader. 2018-02-23 19:10:24 +01:00
77062e8bbb Eevee: add blackbody shader node support.
This replaces the blackbody to RGB code with the simpler and faster one from
Cycles. It's a little different but the other placing using this is the legacy
volume drawing, so no need to stay compatible with that.
2018-02-23 19:10:24 +01:00
57609993d0 GPU: fixes for string socket types in shader nodes.
These are not passed to GLSL functions, but should be used to load e.g.
a texture or attribute.
2018-02-23 19:10:24 +01:00
af061b4dac Eeevee: add temperature grid support, make color grid unpremultiplied.
This matches similar changes done for Cycles.
2018-02-23 19:10:02 +01:00
a44b08a6c4 Merge branch 'master' into blender2.8 2018-02-23 19:02:49 +01:00
0aec2dcd3a Cycles: add Principled Volume shader.
Similar to the Principled BSDF, this should make it easier to set up volume
materials. Smoke and fire can be rendererd with just a single principled
volume node, the appropriate attributes will be used when available. The node
also works for simpler homogeneous volumes like water or mist.

Differential Revision: https://developer.blender.org/D3033
2018-02-23 18:57:58 +01:00
257cf86a05 Merge branch 'master' into blender2.8 2018-02-22 00:59:32 +01:00
84e92f9b3c Cycles: make principled BSDF node wider in the node editor by default. 2018-02-22 00:55:32 +01:00
ca5fdd857b Merge branch 'master' into blender2.8 2018-02-16 01:17:43 +11:00
2aef87bfae Cleanup: rename BLI_thread.h API
- Use BLI_threadpool_ prefix for (deprecated)
  thread/listbase API.
- Use BLI_thread as prefix for other functions.

See P614 to apply instead of manually resolving conflicts.
2018-02-16 01:13:46 +11:00
ca7f826c6f Merge branch 'master' into blender2.8 2018-02-15 18:05:02 +11:00
70f1b8cc40 Cleanup: style 2018-02-15 11:13:54 +11:00
e6386ed286 Merge branch 'master' into blender2.8 2018-02-14 21:49:13 +01:00
b5fe00d1ac Cycles: restore Particle Info Index for now, keep it next to Random.
It seems to be useful still in cases where the particle are distributed in
a particular order or pattern, to colorize them along with that. This isn't
really well defined, but might as well avoid breaking backwards compatibility
for now.
2018-02-14 21:45:57 +01:00
3102bf2889 Merge branch 'master' into blender2.8 2018-02-14 15:16:50 +01:00
f6107af4cf Cycles: change Index output of Hair and Particle Info to Random, in 0..1 range.
These are used for randomization, so it's convenient if the index is already
hashed and consistent with the Object Info node.
2018-02-14 14:55:46 +01:00
b330804ff3 Merge branch 'master' into blender2.8 2018-02-14 01:06:41 +11:00
37f65e9dc4 Cycles: Implement index output for hair node
This is like the only way to add variety to hair which is created
using simple children. Used here for the hair.

Maybe not ideal, but the time will show.
2018-02-13 14:20:47 +01:00
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