Clément Foucault fclem
  • I'm pixel pusher.

  • Joined on 2014-07-09
Clément Foucault commented on pull request blender/blender#106827 2023-05-31 00:43:22 +02:00
Add Fractal Voronoi Noise V.2

@Hoshinova I would say it is ok to commit in this state. We can change it if the issue arise. Also we are going to raise the minimum requirement for 4.0 so it might just work. 🤞

Clément Foucault commented on pull request blender/blender#106827 2023-05-30 17:36:58 +02:00
Add Fractal Voronoi Noise V.2

#98190 was the original bug that made me worried that this kind of optimization scheme was not viable. Even with const keyword are not enough for these compilers. But maybe that was because of…

Clément Foucault approved blender/blender#108230 2023-05-27 18:56:15 +02:00
Realtime Compositor: Implement Movie Distortion node

This looks good to me. I think the approach is good as the tracking distortion doesn't usually change when previewing animation which is the primary goal.

Clément Foucault merged pull request blender/blender#108287 2023-05-27 18:27:23 +02:00
Metal: Improve GPU debugger support
Clément Foucault pushed to main at blender/blender 2023-05-27 18:27:22 +02:00
0a004fbad4 Metal: Improve GPU debugger support
Clément Foucault pushed to MetalDebuggerImprovements at Jason-Fielder/blender 2023-05-27 18:26:02 +02:00
ac29acf98f Merge branch 'main' into MetalDebuggerImprovements
52015737c9 Fix #108316: CUDA error rendering Attic scene
4a0f2b576c CMake: don't suppress stderr with manpage generation
6e40c8d61b Cleanup: quiet uninitialized warning for headless build
ba29fb9717 Fix building WITH_PYTHON=OFF
Compare 82 commits »
Clément Foucault pushed to eevee-next-irradiance-cache at fclem/blender 2023-05-26 15:38:15 +02:00
8021e0ba76 Merge branch 'main' into eevee-next-irradiance-cache
0e7b81dd32 Metal: Fix MSL compilation warning
21b2393eb2 Fix off by 1 error in BLI_uniquename* clipping an extra character
9182ebdfde Cleanup: replace strcat with BLI_strncat
6eebc06c36 Clenup: remove strcat use
Compare 98 commits »
Clément Foucault pushed to eevee-next-irradiance-cache at fclem/blender 2023-05-26 15:37:28 +02:00
befd3465d6 EEVEE-Next: Add spherical harmonic de-ringing
9ef8e9ac6b EEVEE-Next: Fix surfel creation view
36a6a02050 EEVEE-Next: Make irradiance grid composition stable
1be9514e8b EEVEE-Next: Make progressive accumulation normalized
Compare 4 commits »
Clément Foucault commented on pull request blender/blender#108239 2023-05-25 18:33:03 +02:00
EEVEE Next: Image rendering and render passes fixes/improvements

Not sure I get it. Why does it need to be cleared if the material write to it?

Clément Foucault commented on pull request blender/blender#108239 2023-05-25 18:33:02 +02:00
EEVEE Next: Image rendering and render passes fixes/improvements

In order to avoid this index computation use uint4 on both C++ and GLSL side. The memory waste is not really important.

Clément Foucault commented on pull request blender/blender#108239 2023-05-25 18:33:02 +02:00
EEVEE Next: Image rendering and render passes fixes/improvements

When you want to limit something to C++ implementation, use #ifndef GPU_SHADER. See :

Clément Foucault commented on pull request blender/blender#108239 2023-05-25 18:33:01 +02:00
EEVEE Next: Image rendering and render passes fixes/improvements

This is not needed. A padding member will never be anything else than int or float. int4 is already 16 bytes.

Clément Foucault pushed to main at blender/blender 2023-05-25 09:25:09 +02:00
0e7b81dd32 Metal: Fix MSL compilation warning