Now that the new 3D viewport draws to a multisample offscreen buffer, there is
no good reason anymore to create an entire multisample window and pay the
performance/memory cost for other regions that don't need it.
GL_MULTISAMPLE now only gets enabled for offscreen buffers, so we don't need
to check for it throughout the UI code anymore.
Differential Revision: https://developer.blender.org/D3062
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.
Burley SSS uses a bit of strange thing where the albedo and closure weight are
different, which makes the subsurface color act a bit like a subsurface radius
indirectly by the way the Burley SSS profile works.
This can't work for random walk SSS though, and it's not clear to me that this
is actually a good idea since it's really the subsurface radius that is supposed
to control this. For now I'll leave Burley SSS working the same to not break
backwards compatibility.
This can be very slow if it contains a big texture, and it's not
necessarily setup in a useful way anyway, and materials can be used
in multiple scenes.
Instead of cloning the window to create dummyHWNDs and dummyHDCs to avoid calling the SetPixelFormat more than once in the same window, use the original window and HDC and do not call the SetPixelFormat again.
In addition to avoiding a lot of unnecessary calls, it simplifies the code and makes it match the others OS
Cycles already uses 1.5 as default. BI original 1.0 filter doesn't look good for
Eevee. The ideal scenario would be for both Cycles AND Eevee to use the same DNA
setting.
But for now it is nice to at least have Eevee renders to look better by default.
Note: This handles doversion for 2.7x files only. Files previously created in
2.8 need to be manually corrected.
It is basically brute force volume scattering within the mesh, but part
of the SSS code for faster performance. The main difference with actual
volume scattering is that we assume the boundaries are diffuse and that
all lighting is coming through this boundary from outside the volume.
This gives much more accurate results for thin features and low density.
Some challenges remain however:
* Significantly more noisy than BSSRDF. Adding Dwivedi sampling may help
here, but it's unclear still how much it helps in real world cases.
* Due to this being a volumetric method, geometry like eyes or mouth can
darken the skin on the outside. We may be able to reduce this effect,
or users can compensate for it by reducing the scattering radius in
such areas.
* Sharp corners are quite bright. This matches actual volume rendering
and results in some other renderers, but maybe not so much real world
objects.
Differential Revision: https://developer.blender.org/D3054
Looks like there was no way to avoid that so far, since
WM_event_add_timer_notifier can set mere int-in-pointer there, this can
cause issues. So added mere flags system to wmTimer to allow
controlling this.