Commit Graph

78 Commits

Author SHA1 Message Date
345c6298e9 Object Mode: move to workspace struct
- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
  (context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
  this does work on a basic level though.

See D3037
2018-02-08 21:14:26 +11:00
846cdf5318 Eevee : SSS : Add Translucency support.
This adds the possibility to simulate things like red ears with strong backlight or material with high scattering distances.

To enable it you need to turn on the "Subsurface Translucency" option in the "Options" tab of the Material Panel (and of course to have "regular" SSS enabled in both render settings and material options).
Since the effect is adding another overhead I prefer to make it optional. But this is open to discussion.

Be aware that the effect only works for direct lights (so no indirect/world lighting) that have shadowmaps, and is affected by the "softness" of the shadowmap and resolution.

Technical notes:

This is inspired by http://www.iryoku.com/translucency/ but goes a bit beyond that.
We do not use a sum of gaussian to apply in regards to the object thickness but we precompute a 1D kernel texture.
This texture stores the light transmited to a point at the back of an infinite slab of material of variying thickness.
We make the assumption that the slab is perpendicular to the light so that no fresnel or diffusion term is taken into account.
The light is considered constant.
If the setup is similar to the one assume during the profile baking, the realtime render matches cycles reference.
Due to these assumptions the computed transmitted light is in most cases too bright for curvy objects.

Finally we jitter the shadow map sample per pixel so we can simulate dispersion inside the medium.
Radius of the dispersion is in world space and derived by from the "soft" shadowmap parameter.
Idea for this come from this presentation http://www.iryoku.com/stare-into-the-future (slide 164).
2017-11-22 04:51:21 +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
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
6e2f17ea02 Eevee: Refraction: Add "thickness" parameter.
This enables to fake a second refraction event. This is great to simulate thin planar objects such as glass panels.
2017-08-10 15:43:48 +02:00
7641f92710 Eevee: Refraction: Make it available for opaque materials.
Theses Materials are rendered after the SSR pass.
The only difference with previous method is that they have a depth prepass (less overdraw) and are not sorted.
2017-08-10 15:43:48 +02:00
d16342e5fd Eevee: Add Screen Space Refraction.
For the moment the only way to enable this is to:
- enable Screen Space REFLECTIONS.
- enable Screen Space Refraction in the SSR parameters.
- enable Screen Space Refraction in the material tab.
2017-08-10 15:43:48 +02:00
4afc94080c Cleanup: prefer tuples over lists 2017-08-02 07:55:15 +10:00
c42c129393 Render: make Cycles and Evee support each other's output material nodes.
This changes the Cycles exporting and Cycles/Eevee UI code to support both
output material nodes, giving priority to the renderer native one. Still
missing is Eevee code to prefer the Eevee output node.
2017-08-01 19:13:41 +02:00
c0f2cbab4e Eevee: Transparency: Add transparent Shadow method UI. 2017-07-11 12:39:35 +02:00
a57bc75576 Eevee: Transparency: Add hide backside option. 2017-07-11 12:39:35 +02:00
05bef13b53 Eevee: Add support for Alpha clip and Hashed Alpha transparency.
Hashed Alpha transparency offers a noisy output but has the benefit of being correctly ordered. Noise can be attenuated with Multisampling / AntiAliasing.
2017-07-11 12:39:35 +02:00
a764044ccc Fix Eevee "No output node" issue
This fixes an issue introduced by the new output node system, where "No
output node" was displayed in the material panel even when an output
node was present.
2017-06-23 10:49:09 +02:00
0f4f4d8754 Merge branch 'master' into blender2.8 2017-06-12 15:12:36 +02:00
5ccaef6d67 Fix T51737: Material properties error
D2706 by @knox
2017-06-12 12:55:47 +10:00
237e17a957 Merge branch 'master' into blender2.8 2017-06-01 16:31:56 +02:00
d5d7455796 Cleanup: use row() sub-layout to expand enum properties horizontaly 2017-06-01 16:54:45 +03:00
9f43b36f1c Eevee: UI add world and material nodetree layout. 2017-05-30 17:18:00 +02:00
bdbf4471a6 TexFace removal part 3
- MTexPoly structure & layer type.
- The 'Mesh.uv_textures' layers.
- DerivedMesh TexFace drawing.
- Scripts & UI.
2017-05-25 15:19:58 +10:00
7a9ad029dd Remove TexFace, per-face images
TexFace complicates the now more popular shading pipeline by having
per-face images, see: T51382 for details.

To keep the ability to select a per-material edit-image
(used with UV-mapping workflow), the material now stores an image
which will be set when changing images in edit-mode.

This is used as a bake-target when not using Cycles too.
2017-05-24 23:38:15 +10:00
Dalai Felinto
c9e7a13abb Fix UI button text for Eevee "Use Nodes" 2017-05-18 17:42:25 +02:00
ecee490d13 Eevee: Some changes to default shader.
Use old BI material prop and use a metallic approach.
2017-05-18 01:50:06 +02:00
a56c80cd45 Eevee: fixed Material UI. 2017-05-17 15:06:26 +02:00
82686f0a0c Eevee: World default shader.
- Use uniform color world for the world probe.
- Refactored the Fresnel expression to be better with Area Lights.
- Squared the roughness for default materials.
2017-04-25 23:51:05 +02:00
041a50291b Eevee: Make default shaders works.
- Added New Batch cache routine to get the split mesh for each material. (optimization needed)
- Did some shader modifications to create default_frag and support a somwhat correct fresnel for lamps (to finish)
2017-04-25 18:47:20 +02:00
fa11d41113 Cleanup: especially non pep8 parts of Py UI 2017-03-20 09:49:35 +11:00
19d493ee10 Moving classes to separate listing broke panel order
Although this wasn't so obvious since it
only showed up for factory settings and in the preferences window.

Panel display order depends on registration order,
Sorry for the noise. On the bright side we no longer need to move
classes around to re-arrange panels.
2017-03-20 02:37:55 +11:00
9bdda427e6 PyAPI: remove bpy.utils.register_module()
In preparation for it being removed, see: T47811
2017-03-18 20:03:24 +11:00
cd9dc3143c BGE: grey out Alpha and Specular sliders when Transparency panel is
unchecked
2015-05-22 16:03:38 +02:00
a39efae03d Fix T44778 missing specular transparency slider in game engine 2015-05-21 16:37:37 +02:00
4288ab16e5 Add material slot reorder buttons 2015-04-28 07:30:04 +10:00
af2f4724d5 Cleanup: don't use single sets for comparisons 2015-04-14 10:34:32 +10:00
7095f47665 cleanup: pep8
also remove empty class parenthesis
2015-01-29 15:35:06 +11:00
a15be34389 Code cleanup: unused python vars & imports
Use frosted rather then pyflakes
2014-04-25 05:36:16 +10:00
fc28732ba6 Blender Internal: Add material property "Cast" which can disable both ray and buffer shadows.
Also refactor:
- Material property UI related to shadows
- Preparation of OR-ed mode flags (ma->mode_l) of render materials

Reviewers: brecht

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D313
2014-04-23 15:03:34 +09:00
38e58612ef Revert own previous commit rBe2f9afbaabbd.
The "Cast Shadows" worked as expected, but it can cause problem in some cases.
For example, when using strand render, we need disabling only buffer shadows,
but the previous changes made that impossible. "Cast Shadows" should be added
as a newly created option.
2014-02-12 05:46:26 +09:00
e2f9afbaab Blender Internal: Modify material property "Cast Buffer Shadows" to affect ray shadows also, and rename it to "Cast Shadows".
This allows us to make materials that don't cast ray shadows.
Turning off this property can reduce the rendering time slightly.

Note: RNA path is changed to "use_cast_shadows" as well. The older
path "use_cast_buffer_shadows" still can be used as its alias, but
it will be removed after updating some addons.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D272
2014-02-11 17:06:21 +09:00
96e9c67b47 Code Cleanup: py script float comparisons 2014-01-18 09:13:51 +11:00
4c52e737df Add ctrl-click rename to most lists in Blender UI and templates/examples.
Notes:
* Did not touch to addons, that's up to the authors. ;)
* Did not removed any "name" field below lists. We might want to do this in some cases (less UI clutter), but probably not always, so will let maintainers of the related areas decide here.
2013-11-23 20:54:32 +01:00
f79eff2984 Interface / Template Lists:
* Reduce the space of more lists, should be all in bl_ui/
2013-10-13 23:24:37 +00:00
ce52dc2900 UI: Fix SSS pressets' buttons not being aligned anymore (to be backported to 2.69).
Issue found out by DingTo.
2013-10-11 15:45:42 +00:00
5b83a89c81 Followup to r59434 : py UI scripts edits.
Notes:
* Made those edits by full checking of py files, so I should have spoted most needed edits, yet it remains quite probable I missed a few ones, we'll fix if/when someone notice it...
* Also made some cleanup "on the road"!
2013-08-23 20:41:21 +00:00
442d16b468 Fix for [#34308] only half width of material list row is used for material name.
* Issue was caused in r54393.
2013-02-18 23:41:28 +00:00
c524b47912 Another huge bunch of UI translation fixes, mostly reported by Leon Cheung, Sv.Lockal, Gabriel Gazzán and Satoshi Yamasaki, thanks! 2013-02-17 13:56:49 +00:00
d0f4a2396b Actually, UI scripts should not use directly pgettext, but rather the iface or tooltip variants. Added those to bpy.app.translations, and used pgettext_iface.
(Did not add those when I created that module, because I did not thought we would actually need them in usual UI code, but turned out I was wrong).

Also made some optimizations in those py gettext funcs, when i18n is disabled at build time, no need to do pyobject -> cstring -> pyobject conversions!.
2013-02-10 10:29:38 +00:00
3b8a0f3d67 use import rather then assignment for loading '_' into scripts. 2013-02-10 09:56:05 +00:00
c0fa16f2c9 Another fix for r54414 (cleaner to "import" pgettext once at top of files, also now using usual '_' shortcut). 2013-02-10 09:09:26 +00:00
82c86af7f7 Bunch of fixes for py ui messages (all those using 'formating' were not translated previously, now they use bpy.app.translations.pgettext). Also pleas avoid complex py statements in 'text' values (like 'text="foo" if cond else "bar"'), thes make message extraction script fails!
And another "final point in UI message" removal!
2013-02-09 18:26:40 +00:00
23aa0c9067 Fix uilists showing data names translated (reported on bf-translations ML by Satoshi Yamasaki aka yamyam, thanks!). 2013-02-08 16:01:21 +00:00
d984c46701 remove type checks on drawing uiList's,
if the list is given the wrong item then the script needs to be fixed, better not fail silently.

left in checks as commented out asserts.
2012-12-28 10:45:59 +00:00