Compositor: Add Bloom option to Glare node #119128
No reviewers
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset System
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Code Documentation
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Viewport & EEVEE
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Asset Browser Project
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Module
Viewport & EEVEE
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Severity
High
Severity
Low
Severity
Normal
Severity
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#119128
Loading…
Reference in New Issue
Block a user
No description provided.
Delete Branch "OmarEmaraDev/blender:cpu-bloom-glare"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
This patch implements the GPU Bloom glare for the CPU compositor, and
adds a new option for it, leaving the Fog Glow option unimplemented once
again for the GPU compositor.
WIP: Compositor: Add Bloom option to Glare nodeto Compositor: Add Bloom option to Glare node@blender-bot build
It is definitely great to implement Bloom on CPU. The code for this looks good.
What I wonder is whether we should have both Fog Glow and Bloom. The Fog Glow is tricky for GPU, and it seems to be possible to configure Bloom to kind of match the Fog Glow by tweaking Threshold.
Maybe we can land this PR, and then make another one to do-version Fog Glow to Bloom, hide the option from the UI and not worry about it until there is a clear case where Fog Glare is really missing and Bloom can't handle specific setup?
@Sergey I was planning to make a DevTalk post once this lands, where users can test both methods, and hopefully reach a decision through user feedback then.
However, I think part of the reason why Fog Glow seems useless is because it uses a mediocre PSF. And using a proper SPF would make it much more useful and even preferred over bloom for most realistic renders. So the right decision is probably to replace fog glow with a proper glare implementation. But it is of course a rather technically challenging target for GPU.
Here is an exaggerated comparison between, from left to right, bloom glare, fog glow glare, photopic glare, mesopic glare, and scotopic glare. The latter 3 are an implementation I did years back for the ecycles fork based on the SPF described in the paper "Physically-Based Glare Effects for Digital Images". Which shows that a convolution-based glare can be rather attractive and useful for users.
In any case, I think regardless of what we decide, having an option for bloom is good to have nonetheless.
For the Fog Glow, surely improvements are possible, as you've described. I'm just not sure what the best plan would be. Within its current limitations I do not see huge advantage of it over the Bloom. So maybe what we can do is:
What do you think of this plan?
@Sergey That sounds good.
One thing I forgot to mention is that the Bloom implementation needs to be adjusted to be more "energy conserving", to make it more like Fog Glow, since currently if you give bloom a highlight with a value of 10, it will create a bloom with a value of ~35. Users didn't notice that for EEVEE, but it will be a problem for compositing I think. So I will think about that once this lands.
@OmarEmaraDev Lets land it then! I've marked the PR as green now. Probably should have done it a while ago, as the change itself was good, and the discussion was more about plans of how to move forward after that.