This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
172 lines
5.8 KiB
Python
172 lines
5.8 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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from bpy.types import Panel
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class ViewLayerButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "view_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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return (context.engine in cls.COMPAT_ENGINES)
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class VIEWLAYER_PT_layer(ViewLayerButtonsPanel, Panel):
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bl_label = "View Layer"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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layout.use_property_split = True
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scene = context.scene
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rd = scene.render
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layer = context.view_layer
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col = flow.column()
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col.prop(layer, "use", text="Use for Rendering")
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col = flow.column()
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col.prop(rd, "use_single_layer", text="Render Single Layer")
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class VIEWLAYER_PT_eevee_layer_passes(ViewLayerButtonsPanel, Panel):
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bl_label = "Passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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pass
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class VIEWLAYER_PT_eevee_layer_passes_data(ViewLayerButtonsPanel, Panel):
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bl_label = "Data"
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bl_parent_id = "VIEWLAYER_PT_eevee_layer_passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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scene = context.scene
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rd = scene.render
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view_layer = context.view_layer
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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col = flow.column()
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col.prop(view_layer, "use_pass_combined")
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col = flow.column()
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col.prop(view_layer, "use_pass_z")
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col = flow.column()
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col.prop(view_layer, "use_pass_mist")
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col = flow.column()
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col.prop(view_layer, "use_pass_normal")
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class VIEWLAYER_PT_eevee_layer_passes_light(ViewLayerButtonsPanel, Panel):
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bl_label = "Light"
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bl_parent_id = "VIEWLAYER_PT_eevee_layer_passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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view_layer = context.view_layer
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view_layer_eevee = view_layer.eevee
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scene = context.scene
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scene_eevee = scene.eevee
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split = layout.split(factor=0.35)
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split.use_property_split = False
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split.label(text="Diffuse")
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row = split.row(align=True)
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row.prop(view_layer, "use_pass_diffuse_direct", text="Light", toggle=True)
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row.prop(view_layer, "use_pass_diffuse_color", text="Color", toggle=True)
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split = layout.split(factor=0.35)
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split.use_property_split = False
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split.label(text="Specular")
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row = split.row(align=True)
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row.prop(view_layer, "use_pass_glossy_direct", text="Light", toggle=True)
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row.prop(view_layer, "use_pass_glossy_color", text="Color", toggle=True)
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split = layout.split(factor=0.35)
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split.use_property_split = False
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split.label(text="Volume")
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row = split.row(align=True)
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row.prop(view_layer_eevee, "use_pass_volume_transmittance", text="Transmittance", toggle=True)
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row.prop(view_layer_eevee, "use_pass_volume_scatter", text="Scatter", toggle=True)
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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col = layout.column(align=True)
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col.prop(view_layer, "use_pass_emit", text="Emission")
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col.prop(view_layer, "use_pass_environment")
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col.prop(view_layer, "use_pass_shadow")
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row = col.row()
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row.prop(view_layer, "use_pass_ambient_occlusion", text="Ambient Occlusion")
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row.active = scene_eevee.use_gtao
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class VIEWLAYER_PT_eevee_layer_passes_effects(ViewLayerButtonsPanel, Panel):
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bl_label = "Effects"
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bl_parent_id = "VIEWLAYER_PT_eevee_layer_passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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view_layer = context.view_layer
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view_layer_eevee = view_layer.eevee
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scene = context.scene
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scene_eevee = scene.eevee
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col = flow.column()
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col.prop(view_layer_eevee, "use_pass_bloom", text="Bloom")
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col.active = scene_eevee.use_bloom
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classes = (
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VIEWLAYER_PT_layer,
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VIEWLAYER_PT_eevee_layer_passes,
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VIEWLAYER_PT_eevee_layer_passes_data,
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VIEWLAYER_PT_eevee_layer_passes_light,
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VIEWLAYER_PT_eevee_layer_passes_effects,
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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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