This includes big improvement: - The horizon search is decoupled from the BSDF evaluation. This means using multiple BSDF nodes have a much lower impact when enbaling AO. - The horizon search is optimized by splitting the search into 4 corners searching similar directions to help which GPU cache coherence. - The AO options are now uniforms and do not trigger shader recompilation (aka. freeze UI). - Include a quality slider similar to the SSR one. - Add a switch for disabling bounce light approximation. - Fix problem with Bent Normals when occlusion get very dark. - Add a denoise option to that takes the neighbors pixel values via glsl derivatives. This reduces noise but exhibit 2x2 blocky artifacts. The downside : Separating the horizon search uses more memory (~3MB for each samples on HD viewport). We could lower the bit depth to 4bit per horizon but it produce noticeable banding (might be fixed with some dithering).
307 lines
12 KiB
Python
307 lines
12 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel, UIList
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class RenderLayerButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render_layer"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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scene = context.scene
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return scene and (scene.render.engine in cls.COMPAT_ENGINES)
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class RENDERLAYER_UL_renderlayers(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.SceneLayer)
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layer = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(layer, "name", text="", icon_value=icon, emboss=False)
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layout.prop(layer, "use", text="", index=index)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label("", icon_value=icon)
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class RENDERLAYER_PT_layers(RenderLayerButtonsPanel, Panel):
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bl_label = "Layer List"
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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if rd.engine == 'BLENDER_GAME':
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layout.label("Not available in the Game Engine")
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return
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row = layout.row()
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col = row.column()
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col.template_list("RENDERLAYER_UL_renderlayers", "", scene, "render_layers", scene.render_layers, "active_index", rows=2)
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col = row.column()
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sub = col.column(align=True)
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sub.operator("scene.render_layer_add", icon='ZOOMIN', text="")
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sub.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
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col.prop(rd, "use_single_layer", icon_only=True)
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class RENDERLAYER_UL_renderviews(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.SceneRenderView)
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view = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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if view.name in {'left', 'right'}:
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layout.label(view.name, icon_value=icon + (not view.use))
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else:
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layout.prop(view, "name", text="", index=index, icon_value=icon, emboss=False)
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layout.prop(view, "use", text="", index=index)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label("", icon_value=icon + (not view.use))
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class RENDERLAYER_PT_views(RenderLayerButtonsPanel, Panel):
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bl_label = "Views"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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bl_options = {'DEFAULT_CLOSED'}
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def draw_header(self, context):
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rd = context.scene.render
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self.layout.prop(rd, "use_multiview", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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rv = rd.views.active
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layout.active = rd.use_multiview
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basic_stereo = rd.views_format == 'STEREO_3D'
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row = layout.row()
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row.prop(rd, "views_format", expand=True)
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if basic_stereo:
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row = layout.row()
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row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "stereo_views", rd.views, "active_index", rows=2)
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row = layout.row()
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row.label(text="File Suffix:")
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row.prop(rv, "file_suffix", text="")
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else:
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row = layout.row()
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row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "views", rd.views, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("scene.render_view_add", icon='ZOOMIN', text="")
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col.operator("scene.render_view_remove", icon='ZOOMOUT', text="")
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row = layout.row()
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row.label(text="Camera Suffix:")
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row.prop(rv, "camera_suffix", text="")
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class RENDERLAYER_PT_clay_settings(RenderLayerButtonsPanel, Panel):
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bl_label = "Render Settings"
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COMPAT_ENGINES = {'BLENDER_CLAY'}
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@classmethod
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def poll(cls, context):
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scene = context.scene
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return scene and (scene.render.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_CLAY']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_CLAY']
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col = layout.column()
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col.template_override_property(layer_props, scene_props, "ssao_samples")
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class RENDERLAYER_PT_eevee_poststack_settings(RenderLayerButtonsPanel, Panel):
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bl_label = "Post Process Stack"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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scene = context.scene
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return scene and (scene.render.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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col = layout.column()
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col.template_override_property(layer_props, scene_props, "gtao_enable")
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col.template_override_property(layer_props, scene_props, "motion_blur_enable")
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col.template_override_property(layer_props, scene_props, "dof_enable")
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col.template_override_property(layer_props, scene_props, "bloom_enable")
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class RENDERLAYER_PT_eevee_postprocess_settings(RenderLayerButtonsPanel, Panel):
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bl_label = "Post Process Settings"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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scene = context.scene
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return scene and (scene.render.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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col = layout.column()
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col.label("Ambient Occlusion:")
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col.template_override_property(layer_props, scene_props, "gtao_use_bent_normals")
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col.template_override_property(layer_props, scene_props, "gtao_denoise")
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col.template_override_property(layer_props, scene_props, "gtao_bounce")
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col.template_override_property(layer_props, scene_props, "gtao_samples")
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col.template_override_property(layer_props, scene_props, "gtao_distance")
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col.template_override_property(layer_props, scene_props, "gtao_factor")
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col.template_override_property(layer_props, scene_props, "gtao_quality")
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col.separator()
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col.label("Motion Blur:")
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col.template_override_property(layer_props, scene_props, "motion_blur_samples")
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col.template_override_property(layer_props, scene_props, "motion_blur_shutter")
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col.separator()
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col.label("Depth of Field:")
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col.template_override_property(layer_props, scene_props, "bokeh_max_size")
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col.template_override_property(layer_props, scene_props, "bokeh_threshold")
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col.separator()
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col.label("Bloom:")
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col.template_override_property(layer_props, scene_props, "bloom_threshold")
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col.template_override_property(layer_props, scene_props, "bloom_knee")
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col.template_override_property(layer_props, scene_props, "bloom_radius")
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col.template_override_property(layer_props, scene_props, "bloom_intensity")
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class RENDERLAYER_PT_eevee_volumetric(RenderLayerButtonsPanel, Panel):
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bl_label = "Volumetric"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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scene = context.scene
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return scene and (scene.render.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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self.layout.template_override_property(layer_props, scene_props, "volumetric_enable", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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col = layout.column()
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col.template_override_property(layer_props, scene_props, "volumetric_start")
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col.template_override_property(layer_props, scene_props, "volumetric_end")
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col.template_override_property(layer_props, scene_props, "volumetric_samples")
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col.template_override_property(layer_props, scene_props, "volumetric_sample_distribution")
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col.template_override_property(layer_props, scene_props, "volumetric_lights")
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col.template_override_property(layer_props, scene_props, "volumetric_light_clamp")
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col.template_override_property(layer_props, scene_props, "volumetric_shadows")
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col.template_override_property(layer_props, scene_props, "volumetric_shadow_samples")
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col.template_override_property(layer_props, scene_props, "volumetric_colored_transmittance")
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class RENDERLAYER_PT_eevee_screen_space_reflections(RenderLayerButtonsPanel, Panel):
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bl_label = "Screen Space Reflections"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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scene = context.scene
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return scene and (scene.render.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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self.layout.template_override_property(layer_props, scene_props, "ssr_enable", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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scene_props = scene.layer_properties['BLENDER_EEVEE']
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layer = bpy.context.render_layer
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layer_props = layer.engine_overrides['BLENDER_EEVEE']
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col = layout.column()
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col.template_override_property(layer_props, scene_props, "ssr_halfres")
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col.template_override_property(layer_props, scene_props, "ssr_refraction")
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col.template_override_property(layer_props, scene_props, "ssr_ray_count")
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col.template_override_property(layer_props, scene_props, "ssr_quality")
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col.template_override_property(layer_props, scene_props, "ssr_max_roughness")
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col.template_override_property(layer_props, scene_props, "ssr_thickness")
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col.template_override_property(layer_props, scene_props, "ssr_border_fade")
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col.template_override_property(layer_props, scene_props, "ssr_firefly_fac")
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classes = (
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RENDERLAYER_UL_renderlayers,
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RENDERLAYER_PT_layers,
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RENDERLAYER_UL_renderviews,
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RENDERLAYER_PT_views,
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RENDERLAYER_PT_clay_settings,
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RENDERLAYER_PT_eevee_poststack_settings,
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RENDERLAYER_PT_eevee_postprocess_settings,
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RENDERLAYER_PT_eevee_screen_space_reflections,
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RENDERLAYER_PT_eevee_volumetric,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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