Clément Foucault fclem
  • I'm pixel pusher.

  • Joined on 2014-07-09
Clément Foucault suggested changes for blender/blender#107734 2023-05-15 17:43:37 +02:00
Overlay Next: Refactor

There is still quite a lot of TODOs in the code. Some are rather low hanging fruits that would improve code quality (like in overlay_next_instance.cc).

Clément Foucault commented on pull request blender/blender#107734 2023-05-15 17:43:37 +02:00
Overlay Next: Refactor

What is the reasonning on combining all the headers inside this one? The goal of split headers is also to ease code searchability / readability.

Clément Foucault commented on pull request blender/blender#107734 2023-05-15 17:43:36 +02:00
Overlay Next: Refactor

Why is this commented?

Clément Foucault commented on pull request blender/blender#107890 2023-05-12 16:50:17 +02:00
EEVEE: Add Transparent Render-Pass option

@blender-bot package linux

Clément Foucault created pull request blender/blender#107890 2023-05-12 16:44:38 +02:00
EEVEE: Add Transparent Render-Pass option
Clément Foucault pushed to eevee-transparent-pass at fclem/blender 2023-05-12 16:41:58 +02:00
bcca371a06 Fix issues
Clément Foucault pushed to eevee-transparent-pass at fclem/blender 2023-05-12 14:30:24 +02:00
405d812af8 EEVEE: Add transparent render pass
6f3cf1e436 LibOverride: Fix resync process no properly tagging newly used linked data as directly linked.
061712fcc6 Add ORIENTATION_PARENT icon
39ba60e88d Math: add unit test for mat3_normalized_to_quat_fast
b029db5461 Vulkan: AMD Swapchain
Compare 10 commits »
Clément Foucault created branch eevee-transparent-pass in fclem/blender 2023-05-12 14:30:24 +02:00
Clément Foucault suggested changes for blender/blender#107407 2023-05-11 16:39:47 +02:00
EEVEE Next: Subsurface Scattering
Clément Foucault commented on pull request blender/blender#107407 2023-05-11 16:39:46 +02:00
EEVEE Next: Subsurface Scattering

Move subsurface infos to their own file.

Clément Foucault commented on pull request blender/blender#107407 2023-05-11 16:39:46 +02:00
EEVEE Next: Subsurface Scattering

This subsurface pass should go inside SubsurfaceModule.

Clément Foucault suggested changes for blender/blender#107176 2023-05-10 17:56:59 +02:00
EEVEE Next: Volumes

I made it work on Metal.

Clément Foucault commented on pull request blender/blender#107176 2023-05-10 17:56:58 +02:00
EEVEE Next: Volumes

Document functions that returns bool. Even more so when the function name is not explict.

Clément Foucault commented on pull request blender/blender#107176 2023-05-10 17:56:58 +02:00
EEVEE Next: Volumes

Move view_z_to_volume_z & volume_z_to_view_z to shader shared file as the Bound box init use it.

Clément Foucault commented on pull request blender/blender#107176 2023-05-10 17:56:58 +02:00
EEVEE Next: Volumes

I think it is better to create the subpass and return a pointer (or nullptr if nothing to draw). It is clearer what is the inputs and outputs.

Clément Foucault commented on pull request blender/blender#107176 2023-05-10 17:56:57 +02:00
EEVEE Next: Volumes

Move volume world to its own pipeline (eevee_pipeline.cc) for consistency.

Clément Foucault commented on pull request blender/blender#107176 2023-05-10 17:56:57 +02:00
EEVEE Next: Volumes

Use default world material for clearing instead of dedicated shader. The default output should be 100% transmission.

Clément Foucault commented on pull request blender/blender#107176 2023-05-10 17:56:57 +02:00
EEVEE Next: Volumes

The viewport size should not be used as dimensions. Always use the render buffer size like light / shadow / motion blur do.