Commit Graph

97 Commits

Author SHA1 Message Date
b8fc6317c7 Eevee: Remove per material SSS toggle
This is because we can now optimize the use of SSS on shaders based on
socket input values.
2018-08-08 21:27:33 +02:00
66da2f537a New Grease Pencil object for 2D animation
This commit merge the full development done in greasepencil-object branch and include mainly the following features.

- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.

You can get more info here:

https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/
https://code.blender.org/2018/07/grease-pencil-status-update/

This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.

Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
2018-07-31 10:50:43 +02:00
644fadf2f0 Render: add "OpenGL" render engine.
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.

The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
2018-07-17 16:46:09 +02:00
d2b28a8bf1 UI: Use icon for Material Link
Communicates the same by giving more room to the Material datablock name
2018-07-15 01:22:33 +02:00
92a6b0ad6f UI: Hide Preview panel by default on Material properties
And move Custom Properties panel last
2018-07-15 00:13:35 +02:00
dbdafe1209 Shaders: add target setting to material output node.
This makes it possible to have a single shading nodetree that contains
separate Cycles and Eevee shaders. By default the target is set to All
so shaders are shared.
2018-07-05 18:43:48 +02:00
e6825946d0 Cleanup: style, pep8 2018-06-26 08:45:13 +02:00
5e47f365e1 UI: Start UIList with 2 rows for materials/particles
There is room for it anyway because of the 3 buttons on the right.
2018-06-18 12:21:17 +02:00
04d9316cf3 UI: use single column layout for particles
Also minor changes to other panels.

Patch by @billreynish
2018-06-02 21:52:52 +02:00
0706b410bd UI: use same "Viewport Display" name for scene/object/material panels. 2018-06-01 17:14:06 +02:00
4eb47c303d Fix: raytrace_mirror does not exist anymore
Eevee default material settings were not showing.
2018-06-01 12:14:08 +02:00
c450966e95 Workbench: Material specific settings for the specular
- Uses the roughness setting of the basic eevee material
- renamed gloss_mir to roughness
- set default of roughness to 0.25
- renamed ray_mirror to metallic
- cleaned up material rna (BI mirror struct)
- use BLINN phong model
- normalize incoming/outgoing specular light
- when using camera oriented studiolight, the SolidLight will be used
for specular highlights
- EXPERIMENT: when in world oriented studiolight only the shadow direction will be used.
- change the settings of the internal light to make scenes more
readable
2018-06-01 11:01:55 +02:00
eb0fcd4574 Generic Viewport Panel for Materials
Is enabled for all render engines as workbench will be rendering
SOLID/Texture modes and uses these settings.
2018-05-30 19:57:51 +02:00
0d559a6730 RNA: follow boolean naming conventions 2018-05-26 11:54:25 +02:00
51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00
f9cf2e2f6c Workspaces: remove workspace engine, use 3D viewport draw mode instead.
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.

A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.

Differential Revision: https://developer.blender.org/D3156
2018-04-18 16:35:38 +02:00
Dalai Felinto
159806140f Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine

This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.

Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
  that we can wait until then to remove this.
2018-04-17 17:51:28 +02:00
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
Dalai Felinto
12c8fef8c7 Eevee preview materials
Now that Eevee has support for offline rendering (F12) we can use it for
the Material previews.

Note: This makes the duplicated UI issue one panel worse. That happens when
Cycles if your scene engine, and Eevee is your workspace engine.
2018-02-27 09:31:16 -03:00
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