This does not work with the box projection mode. Implementing for box
projection mode would be difficult, slow, and produce a lot of code
duplication. Also i'm not sure this is worth it, as it's not a common use
case.
This is a quick workaround, but I don't see the point of making the
lighting functions more complex than it is now in order to optimize this
rather not so common case.
Node group inputs should behave like cycles now.
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We create dummy nodes that contains the default values for the nodegroup
inputs and link them to the sockets. This way the uniform buffer gathering
function can read them.
But we also need to disconnect all the internal links to sockets that have
hidden values. Theses sockets must not get the values from the nodegroup
input sockets if there is no link to them otherwise we get broken results
(i.e.: normals for a bsdf node).
This editor edits nodes, and the old name of "Texture Editor" is misleading,
since when one want to edit it is unclear whether UV/Image or Texture editor
is more suitable for the task.
The default compositor node update function sets the need_exec flag on the node
which the Auto Render feature checks, but the custom update function that was
added as part of rB4cf7fc3b3a4d didn't do so.
Therefore, the two custom update functions that were added now also call the
default update function.
This implementation is a bit hacky but match cycles pretty close.
If pixel size is not enabled, it will use the geom shader to
compute distances between vertices. This will have a cost.
Implementation is a bit hacky in gpu_codegen to make the geom shader works
in an optional manner.
This supports meshes and hairs too. Matches cycles output.
This adds barycentric coords to the GPUBuiltin enum which will also be used
for the wireframe node.
* Remove GPU_link_changed which is unused.
* Remove all GPU link function that are not used anymore.
* GPU_uniform_buffer is now GPU_uniform.
* GPU_texture_ramp is now GPU_color_band.
* GPU_uniform is now GPU_constant.
Color ramp with constant interpolation must bypass texture filtering and
use nearest neighboor sampling in order to appear correctly sharp.
This patch use a GLSL hack to use nearest sampling on thoses particular
color band.
This lower the use of texture samplers slots and let users use more real
textures in their shaders.
This patch also make the ramp texture 16 bit floating point. Meaning you
can now use value greater than one in your color ramps.
With the limit of 128 colorband per shader (a color band being either a
color ramp, a wavelength node or a curve node (and maybe wavelength node in
the future)).
Only drawback with the current implementation is that it does not remove
colorband from pruned GPUNodes but it shouldn't really matter in practice.
This should fix T56010
This is more like a static optimisation when some parameters are set to 1.0
or 0.0. In theses case we use a more optimized version of the node.
This also revisit the transmission parameter behaviour to make it closer to
cycles.
This is a physically-based, easy-to-use shader for rendering hair and fur,
with controls for melanin, roughness and randomization.
Based on the paper "A Practical and Controllable Hair and Fur Model for
Production Path Tracing".
Implemented by Leonardo E. Segovia and Lukas Stockner, part of Google
Summer of Code 2018.
This patch adds a new matte node that implements the Cryptomatte specification.
It also incluces a custom eye dropper that works outside of a color picker.
Cryptomatte export for the Cycles render engine will be in a separate patch.
Reviewers: brecht
Reviewed By: brecht
Subscribers: brecht
Tags: #compositing
Differential Revision: https://developer.blender.org/D3531
Features to get the 2nd, 3rd, 4th closest point instead of the closest, and
various distance metrics. No viewport/Eevee support yet.
Patch by Michel Anders, Charlie Jolly and Brecht Van Lommel.
Differential Revision: https://developer.blender.org/D3503
This works for Cycles, Eevee, texture nodes and compositing. It helps to
reduce the number of math nodes required in various node setups.
Differential Revision: https://developer.blender.org/D3537