This seems to be a correct implementation of the same diffusion profile as Cycles uses by default.
There are a few bias though:
- We consider _A_ the albedo to be 1 when evaluating _s_.
- We use a factor of 0.6 when computing _d_ to match more or less cycles results.
Note that doing per pixel jittering does bias the result even further (loss of energy).
Samples : pretty self explanatory.
Jitter Threshold : Reduce cache misses and improve performance (greatly) by lowering this value. This settings let user decide how many samples should be jittered (rotated) to reduce banding artifacts.
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
It should behave like cycles.
Even if not efficient at all, we still do the same create - draw - free process that was done in the old viewport to save vram (maybe not really the case now) and not care about simulation's GPU texture state sync.
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
NODE_NEWER_SHADING was introduced in e868b459bb however it should have been
added as a bitflag.
BKE_scene_uses_blender_eevee() was used in gpu_shader_output() as a workaround
for compatibility being poorly used.
Anyways this fixes this situation. This is necessary for an upcoming patch, even
though this is considered temporary - since the other NODE_*_SHADING values are
legacy from Blender Internal drawing.
For users that means you can tweak shaders in the nodetree and things
are way faster. This is a huge improvement, particularly in
systems that have no shader cache.
From the code perspective it means we are no longer re-compiling the
shader every time a value is tweaked in the UI. We are using uniforms
for those values.
It would be slow to add that many uniforms for all the shaders. So
instead we are using UBO (Uniform Buffer Objects).
This fixes the main issue of T51467. However GWN_shaderinterface_create() still
needs to be improvedi. When opening a .blend all shaders are compiled once, so
optimizing it will bring a measurable impact.
========================================================================
NOTE: This breaks update of Cycles material upon nodetree nodes
tweaking. It will be fixed separately by depsgraph, once tackling T51925
(Animated Eevee values slowdown).
The idea is to make Depsgraph update more granular. The XXX TODO in
rna_nodetree.c will be tackled at that time as well.
========================================================================
Reviewers: sergey, brecht, fclem
Differential Revision: https://developer.blender.org/D2739
This allow specialized shaders to redefine the closure interface to fit their needs.
For instance, Volumetric closure needs to pass more than one vec4 (absorption vec3, scattering vec3, anisotropy float).
- code_generate_fragment : Making sure that shaders uses the new uniforms.
- code_generate_vertex_new : create require attribute based on their names and not their id (see draw_cache_impl_mesh.c).
- add support for ramp textures.
- Unify GPUMaterial creation (world/mesh).
- Support for multiple shader variations (not used for now).
- Convert GPUInputs to DRWUniforms to be used with the draw manager.
- Nodetree Update is not supported. The only way to refresh the shaders is to change render engine.
- Cleanup in GPUPass.
- Add new temporary Node Compatibility type. Compatibility types should be removed in the future.
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.
{F499530}
Example: {F499528}
Reviewers: merwin, brecht, dfelinto
Reviewed By: brecht
Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2425
Object Info node can be useful to give some variation to a single material assigned to multiple instances. This patch adds support for Viewport and BI.
{F499530}
Example: {F499528}
Reviewers: merwin, brecht, dfelinto
Reviewed By: brecht
Subscribers: duarteframos, fclem, homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2425
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
-Remove NPOT check as it should be supported by default with OGL 3.3
-All custom texture creation follow the same path now
-Now explicit texture format is required when creating a custom texture (Non RGBA8)
-Support for arrays of textures
Reviewers: dfelinto, merwin
Differential Revision: https://developer.blender.org/D2452
This reverts commit 5aa19be912 and b4a721af69.
Due to postponement of particle system rewrite it was decided to put particle code
back into the 2.8 branch for the time being.
Errors are caught & reported by our GL debug callback. This gives us way more useful information than sporadic calls to glGetError.
I removed almost all use of glGetError, including our own GPU_ASSERT_NO_GL_ERRORS and GPU_CHECK_ERRORS_AROUND macros.
Still used in rna_Image_gl_load because it passes unvalidated input to OpenGL functions.
Still used in gpu_state_print_fl_ex as an exception handling hack -- will rewrite this soon.
The optimism embodied by this commit will not prevent OpenGL errors. We need to analyze what would cause GL to fail at certain points and proactively intercept these failures. Or guarantee they can't happen.
Two were actual bugs, though they existed only in unused code:
* In Freestyle it was unintentionally copying a scene rather than referencing it.
* In BLI_array_store_is_valid there was use of uninitialized memory.
Environment lighting (aka ambient) is a key component of any renderer.
It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes.
It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine.
Before:
{F113921}
After:
{F113922}
Example file: {F319013}
Original author: valentin_b4w
Alexander (Blend4Web Team)
Reviewers: valentin_b4w, campbellbarton, merwin, brecht
Reviewed By: brecht
Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin
Projects: #rendering, #opengl_gfx
Differential Revision: https://developer.blender.org/D810
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).
This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.
{F315547}
{F315548}
Reviewers: campbellbarton, brecht
Reviewed By: brecht
Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2046
At the moment light shading in Blender is produced in viewspace. Apparently, that's why
shader nodes work with normals in camera space. But it is not convenient for artists.
The more convenient approach is implemented in Cycles where normals are represented in world space.
Blend4Web Team designed the engine keeping in mind shader parameters readability,
so normals are interpreted in world space as well. And now our users have to use some tweaks, like
empty node group with the name "Replace", which is replacing one input by another on the engine side
(replacing working configuration in Blender Viewport by the configuration that has the same behavior in the engine).
This patch adds the ability to switch to world space for normals and lamp vector in BI and Viewport.
This patch is very important to us and we crave to see this patch in Blender 2.7 because
it will significantly simplify Blend4Web material creation workflow.
{F315547}
{F315548}
Reviewers: campbellbarton, brecht
Reviewed By: brecht
Subscribers: homyachetser, Evgeny_Rodygin, AlexKowel, yurikovelenov
Differential Revision: https://developer.blender.org/D2046
A bit tricky, need to pass additional information about what the attribute
is and how to deal with it.
BI path stays unchanged, just to make things simplier for now.
Fixes T48555: Cycles GLSL- Incorrect Vertex Color results from Attribute node