In the viewport an object can be set to be displayed as wire. When
rendering the viewport this setting is ignored and follows the
path or doing a final render. This patch will add an exception
when rendering a viewport render.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8043
This was caused by the override viewport size not being maintained after
DRW_cache_restart().
Also this fixes issue with the inv_size not being updated correctly.
This was caused by the step motion blur implementation.
`DRW_cache_restart` was reseting the cache and cause
`EEVEE_renderpasses_postprocess` to not work inside
`EEVEE_render_read_result`.
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.
This commit includes:
- SCULPT_UNDO_COLOR for undo support in sculpt mode
- SCULPT_UPDATE_COLOR and PBVH flags and rendering
- Sculpt Color API functions
- Sculpt capability for sculpt tools (only enabled in the Paint Brush for now)
- Rendering support in workbench (default to Sculpt Vertex Colors except in Vertex Paint)
- Conversion operator between MPropCol (Sculpt Vertex Colors) and MLoopCol (Vertex Paint)
- Remesher reprojection in the Voxel Remehser
- Paint Brush and Smear Brush with color smoothing in alt-smooth mode
- Parameters for the new brush engine (density, opacity, flow, wet paint mixing, tip scale) implemented in Sculpt Vertex Colors
- Color Filter
- Color picker (uses S shortcut, replaces smooth)
- Color selector in the top bar
Reviewed By: brecht
Maniphest Tasks: T72866
Differential Revision: https://developer.blender.org/D5975
Forgot to update the lineOutput what resulted in that the sphere was not
rendered on all platforms.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8098
Tangent normals were temporarily saved in the original given layers but
the typeinfo wasn't updated. This lead to several issues since we
changed the threading of the mesh extraction.
This patch stores the tangent normals in a temporary custom data on the
stack this way the typemap doesn't need to be updated.
Still need to run the tests for an hour to see if it is fixed
Reviewed By: Clément Foucault, Philipp Oeser
Differential Revision: https://developer.blender.org/D8095
This revisit the render pipeline to support time slicing for better motion
blur.
We support accumulation with or without the Post-process motion blur.
If using the post-process, we reuse last step next motion data to avoid
another scene reevaluation.
This also adds support for hair motion blur which is handled in a similar
way as mesh motion blur.
The total number of samples is distributed evenly accross all timesteps to
avoid sampling weighting issues. For this reason, the sample count is
(internally) rounded up to the next multiple of the step count.
Only FX Motion BLur: {F8632258}
FX Motion Blur + 4 time steps: {F8632260}
FX Motion Blur + 32 time steps: {F8632261}
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D8079
This patch implements the list panel system D7490 for constraints.
In this case the panels are still defined in Python.
The layouts are also updated to use subpanels and the a more organized
single column layout. There may be more tweaks necessary for the
layouts.
Reviewed By: Severin, billreynish, Mets
Differential Revision: https://developer.blender.org/D7499
This adds object motion blur vectors for EEVEE as well as better noise
reduction for it.
For TAA reprojection we just compute the motion vector on the fly based on
camera motion and depth buffer. This makes possible to store another motion
vector only for the blurring which is not useful for TAA history fetching.
Motion Data is saved per object & per geometry if using deformation blur.
We support deformation motion blur by saving previous VBO and modifying the
actual GPUBatch for the geometry to include theses VBOs.
We store Previous and Next frame motion in the same motion vector buffer
(RG for prev and BA for next). This makes non linear motion blur (like
rotating objects) less prone to outward/inward blur.
We also improve the motion blur post process to expand outside the objects
border. We use a tile base approach and the max size of the blur is set via
a new render setting.
We use a background reconstruction method that needs another setting
(Background Separation).
Sampling is done using a fixed 8 dithered samples per direction. The final
render samples will clear the noise like other stochastic effects.
One caveat is that hair particles are not yet supported. Support will
come in another patch.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7297
This values was not working because was removed by error in refactor.
Reviewed By: mendio, fclem
Differential Revision: https://developer.blender.org/D8061
IK degrees of freedom is rendered using wires and a solid sphere. The
solid used the wireframe drawing what resulted into drawing glitches.
This patch adds a new shader to draw the solid shape.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D8044
Lines loose extraction cannot happen on the fly as the render data isn't
complete. This patch will do the lines loose subbuffer extraction as a
simple task and not on the fly.
This patch introduces 2 sub-types of tasks that are executed single threaded.
`EXTRACT_MESH_EXTRACT` would do the extraction using Mesh/BMesh geometry.
`EXTRACT_LINES_LOOSE` creates the `lines_loose` subbuffer from already cached
`lines` IBO.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7964
The underlying issue is that the loose edge extraction cannot be
threaded. This patch will extract the loose edges during initialization
of the render mesh data.
When working on this patch the mesh_render_data_update was split into
multiple functions to identify what part was failing. These functions
would also help us with debugging.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7962
The memory leak is noticeable when using custom bone shapes. When using custom
bone shapes objects could be extracted twice. Where the second extraction can
overwrite data created by the first extraction what causes the memory leak.
Options that have been checked:
1. Use two task graphs phases. One for normal extraction (DST.task_graph) and
the other one will handle extractions that require blocking threads.
2. Keep a list of all objects that needs extraction and only start extraction
when all objects have been populated.
The second would slow performance as the extraction only happens when all
objects have been populated. In the future we might want to go for the second
option when we have the capability to render multiple viewports with a single
populate. As this design isn't clear this patch will implement the first
option.
Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D7969
Regression in 49f59092e7 caused all handles to display using
the 'aligned' theme color.
Arrange flags to fix this, add assert to avoid this happening again.
Also rename flag so it's use is clearer.
Prefer meaningful function names over redundant NULL arguments.
Also clarify variable names as it wasn't obvious the object-data
is part of the object target.
This removes some fragment shader hacks and improve the support of
different repeat & filtering modes.
This fix T77453 Image texture not repeating in viewport