When using texture drawing the material alpha was not set correctly, It
used the `shading.xray_alpha` as this was the default set in the forward
renderer.
The unit system is designed for displaying and editing and not for
rendering. Eevee, Workbench and GPencil used these settings to convert
the focal length and sensor size to world units. Making depth of field
render differently with Cycles.
For now we will remove the scale in the draw engines to match cycles,
until we implemented a camera parameters specific scale.
Reviewed By: brecht, fclem
Maniphest Tasks: T64988
Differential Revision: https://developer.blender.org/D4925
When using FXAA when rendering to an image the alpha channel was not
correct what lead to visual artifacts.
These artifacts come from the FXAA function that overwrites the alpha
channel with the original Luma of the texel. In the shader this can be
turned on or off. But at the end it always overwrites the alpha with the
luminance.
We didn't use this feature, but the alpha of the resulting pixel still
contained the luma value what lead to render artifacts.
By overwriting the alpha channel with the original alpha we remove these
artifacts.
Reviewed By: fclem
Maniphest Tasks: T64947
Differential Revision: https://developer.blender.org/D4924
This small fix in the GLSL shader seems do to the trick: now smoke won't jitter when using the adaptive domain.
The previous workaround rB3891ad8e0317 is still needed too, i.e. the bug that caused jitter this time was not related to the previous one.
There is now a checkbox to enable/disable depth of field per camera. For Eevee
this replace the scene level setting. For Cycles there is now only an F-Stop
value, no longer a Radius.
Existing files are converted based on Cycles or Eevee being set in the scene.
Differential Revision: https://developer.blender.org/D4882
Cycles now uses the color space on the image datablock, and uses OpenColorIO
to convert to scene linear as needed. Byte images do not take extra memory,
they are compressed in scene linear + sRGB transfer function which in common
cases is a no-op.
Eevee and workbench were changed to work similar. Float images are stored as
scene linear. Byte images are compressed as scene linear + sRGB and stored in
a GL_SRGB8_ALPHA8 texture. From the GLSL shader side this means they are read
as scene linear, simplifying the code and taking advantage of hardware support.
Further, OpenGL image textures are now all stored with premultiplied alpha.
Eevee texture sampling looks a little different now because interpolation
happens premultiplied and in scene linear space.
Overlays and grease pencil work in sRGB space so those now have an extra
conversion to sRGB after reading from image textures. This is not particularly
elegant but as long as engines use different conventions, one or the other
needs to do conversion.
This change breaks compatibility for cases where multiple image texture nodes
were using the same image with different color space node settings. However it
gives more predictable behavior for baking and texture painting if save, load
and image editing operations have a single color space to handle.
Differential Revision: https://developer.blender.org/D4807
In recent changes the viewport_quality setting was not working what
users expected. This change will separate the anti-aliasing method that
is being used.
We now have three settings:
* scene.display.render_aa: Will be used during `Render Image`.
* scene.display.viewport_aa: Will be used during `Viewport Render Image`.
* userpref.viewport_aa: Will be used in the 3d view.
The viewport_quality setting has been replaced by the viewport_aa
setting as it was the only thing in currently controlled.
Reviewed By: brecht
Maniphest Tasks: T64132
Differential Revision: https://developer.blender.org/D4828
Workbench/Eevee now displays multiple multi-materials correctly.
Iterate over pbvh nodes when doing object iteration. This makes the
rendering process more streamlined and allow for using different materials.
This change will make possible to:
- Add culling pass of each pbvh leaf node. (speedup if zoomed on a small
area)
- Reduce number of lead node iteration.
- Reduce code complexity
- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0
samples means no AA, 1 sample uses FXAA and more samples will use
TAA.
The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing
method.
- Use TAA when rendering images. (this used to be CPU based FSAA)
- Removed `R_OSA` related settings.
Reviewers: fclem, brecht
Maniphest Tasks: T60847
Differential Revision: https://developer.blender.org/D4773
Currently it is not possible to view the vertex colors of an object. To
optimize the workflow, workbench will need to support Vertex Colors.
The Vertex Colors is a new option in `shading->color_type`. When objects
do not have vertex color, the objects will be rendered with the
`V3D_SHADING_OBJECT_COLOR`.
In order to support vertex colors in workbench the current texture/solid
shading structure is migrated to a primary shaders and fallback shaders.
Fix: T57000
Reviewers: brecht, fclem
Differential Revision: https://developer.blender.org/D4694
Outline shaders were only selected when no checker depth was available.
Reviewed By: fclem
Maniphest Tasks: T63312
Differential Revision: https://developer.blender.org/D4661
Edit mode shows the mesh elements in X-ray mode even if alpha is set to
1. Now the code takes this into account so that you can still select
visible mesh elements in X-ray edit mode.
view3d_draw_legacy need to be updated with the new XRAY flag macros to
avoid crashes. Additional cleanup of the XRAY macro flags were done.
Now the depth order of objects when trying to select them is only used when not in X-ray mode.
Before, this was only the case in wireframe mode regardless of X-ray settings.
I've also unified the usage of V3D_XRAY and XRAY_FLAG as they were basically copies of each other.
Reviewed By: Clément
Differential Revision: http://developer.blender.org/D4504
When texture drawing was enabled the fallback materials were not transparent.
The reason was that the solid material was requested. This patch will requesting
in this case the material from the forward renderer.
Fix: T63077
Reviewed By: fclem
Maniphest Tasks: T63077
Differential Revision: https://developer.blender.org/D4641
In final rendering mode the display type was tested for
visibility flag. This should only occus when doing viewport
rendering
Reviewed By: fclem
Maniphest Tasks: T63056
Differential Revision: https://developer.blender.org/D4643
When texure shading is enabled, the transparency accum shaders were not set/updated.
This resulted into a crash when transparent objects were rendered when shading mode
was set to texture.
This patch will add the V3D_SHADING_TEXTURE_COLOR to the modes for OIT so the
shaders are set.
Reviewed By: fclem
Maniphest Tasks: T62874
Differential Revision: https://developer.blender.org/D4592