It's purpose is to limit the amount of light that spread across the screen.
Not entierly sure if it's very usefull, but it sure help to avoid to drown the screen in bloom.
Since we started supporting the (Cycles) Material Output old files
stopped working. There is no reason to keep the original Eevee material
otuput anymore.
It includes doversion for old files.
This includes big improvement:
- The horizon search is decoupled from the BSDF evaluation. This means using multiple BSDF nodes have a much lower impact when enbaling AO.
- The horizon search is optimized by splitting the search into 4 corners searching similar directions to help which GPU cache coherence.
- The AO options are now uniforms and do not trigger shader recompilation (aka. freeze UI).
- Include a quality slider similar to the SSR one.
- Add a switch for disabling bounce light approximation.
- Fix problem with Bent Normals when occlusion get very dark.
- Add a denoise option to that takes the neighbors pixel values via glsl derivatives. This reduces noise but exhibit 2x2 blocky artifacts.
The downside : Separating the horizon search uses more memory (~3MB for each samples on HD viewport). We could lower the bit depth to 4bit per horizon but it produce noticeable banding (might be fixed with some dithering).
This patch adds "Pixel Size" to the performance options, which allows to render
in a smaller resolution, which is especially useful for displays with high DPI.
Reviewers: Severin, dingto, sergey, brecht
Reviewed By: brecht
Subscribers: Severin, venomgfx, eyecandy, brecht
Differential Revision: https://developer.blender.org/D1619
Own previous fix (rBd5d626df236b) was not valid, curves are actually
supported by SoftBodies. It was rather a mere UI bug, which was not
including Surfaces and Font obect types in those valid for softbody UI.
Thanks to @brecht for the head up!
Also, fix safe for 2.79, btw.
Adds thin/default/thick modes to add -1/0/1 to the auto detected line width,
while leaving the overall UI scale unchanged.
Also tweaks the default line width threshold, so thicker lines start from
slightly high UI scales.
Differential Revision: https://developer.blender.org/D2778
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.
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.
- New manipulator tracks lamps to position under cursor.
- Works with multiple lamps, keeping relative offsets.
- Holding Ctrl moves the lamp.
- Access via manipulator or Shift-T.
Code could be improved, but like to get feedback from users.
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.
It now uses a quality slider instead of stride.
Lower quality takes larger strides between samples and use lower mips when tracing rough rays.
Now raytracing is done entierly in homogeneous coordinate space. This run much faster.
Should be fairly optimized. We are still Bandwidth bound.
Add a line-line intersection refine.
Add a ray jitter between the multiple ray per pixel to fill some undersampling in mirror reflections.
The tracing now stops if it goes behind an object. This needs some work to allow it to continue even if behind objects.
Output in 2 buffers Normals, Specular Color and roughness.
This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass.
In the future we should make these two buttons on one line
However because we need `gen_context = 'PAINT_STENCIL'`
this is a little hard and we need to find a proper solution.
One might be using `context_pointer_set`
Patch by @craig_jones with edits by @blendify
Differential Revision: https://developer.blender.org/D2710