This introduce some little artifacts on the border of edges because some pixel with very low opacity does not get discarded and then occlude the face rendered behind if it has not been drawn yet.
To fix this. I added an offset in the geometry shader for the edge fixup. This make the artifact only visible on the border of the object if there is a very dense wire region. It's only visible in edge select mode since vertex and face center also hides the artifacts.
We can enable this only if AA is enabled but for now it's always enabled.
Introducing a new header using the Blender socket logo,
commit of the source file will follow soon.
Splash committee: Ton Roosendaal, Dalai Felinto, Pablo Vazquez.
Artwork is a screenshot of 'Wanderer', an Eevee sample file
by Daniel Bystedt, available on blender.org (license: CC-BY-SA)
Textures were bound once. But since it was not unbound it's bind_num would not change and considered still bound next time a shader needed it.
Fix T52866
Fix T52855
Partial revert of 9068c0743e.
This commit tried to do two things:
(1) Fix UBO binding logic [good]
(2) "Improve" texture binding logic [bad]
Don't ever mix different fixes and refactors in the same commit.
Iterate over invisible objects too, so lamps can still lit the scene.
Also, now you can use a collection to set an object to invisible, not
only to visible.
For example:
Scene > Master collection > bedroom > furniture
Scene > View Layer > bedroom (visible)
> furniture (invisible)
The View Layer has two linked collections, bedroom and furniture.
This setup will make the furniture collection invisible.
Note: Unlike what was suggested on D2849, this does not make collection
visibility influence camera visibility. I will keep this as a separate
patch.
Reviewers: sergey
Subscribers: sergey, brecht, fclem
Differential Revision: https://developer.blender.org/D2849
-No more hardcoded python35/36 tokens in the scripts
-disabled python module for boost, was not used
-Updated patches for python to support building with msvc2013
For the first bounce we now give each BSDF or BSSRDF a minimum sample weight,
which helps reduce noise for a typical case where you have a glossy BSDF with
a small weight due to Fresnel, but not necessarily small contribution relative
to a diffuse or transmission BSDF below.
We can probably find a better heuristic that also enables this on further
bounces, for example when looking through a perfect mirror, but I wasn't able
to find a robust one so far.
Similar to what we did for area lights previously, this should help
preserve stratification when using multiple BSDFs in theory. Improvements
are not easily noticeable in practice though, because the number of BSDFs
is usually low. Still nice to eliminate one sampling dimension.
Previously the Sobol pattern suffered from some correlation issues that
made the outline of objects like a smoke domain visible. This helps
simplify the code and also makes some other optimizations possible.