All eevee scene properties are not animatable due to
`RNA_define_animate_sdna(false)` so there is no need for an animation
decorator here (would not show anyways).
Not sure if setting use_property_decorate to False and then manually
adding one again was a hack in rB7fc60bff14a6 to get the alignment
right, but seems to work good now without it.
Note: there also seems to be an inconsistency here generally:
- Eevee reserves room for an animation decorator in almost every panel
(except for "Sampling" and "Indirect Lighting") even though almost none
are animatable (except for stuff in "Hair" and "Film"). This looks nice
if multiple panels are expanded (except for mentioned "Sampling" and
"Indirect Lighting" -- maybe these should also reserve the room?)
- Cycles does not use animation decorators at all (even though pretty
much everything is animatable here -- maybe these should also use
animation decorators?)
- Then there is also the 'shared' "Grease Pencil", "Freestyle" and
"Colormanagement" -- these dont use animation decorators, but some stuff
is animatable...
Regarding the note: not sure what the guidelines here are, if this is
isolated to each panel then there is lots of stuff for eevee that could
set use_property_decorate to False, if multiple open panels are
considered (for nice visual consistency between them), then there is
romm for improvement elsewhere, too.
Maniphest Tasks: T81411
Differential Revision: https://developer.blender.org/D9164
The adds a new option to simplify volumes in the viewport.
The setting can be found in the Simplify panel in the render properties.
Volume objects use OpenVDB grids, which are sparse. For rendering,
we have to convert sparse grids to dense grids (for now). Those require
significantly more memory. Therefore, it's often a good idea to reduce
the resolution of volumes in the viewport.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9040
Ref T73201.
This revisit the render pipeline to support time slicing for better motion
blur.
We support accumulation with or without the Post-process motion blur.
If using the post-process, we reuse last step next motion data to avoid
another scene reevaluation.
This also adds support for hair motion blur which is handled in a similar
way as mesh motion blur.
The total number of samples is distributed evenly accross all timesteps to
avoid sampling weighting issues. For this reason, the sample count is
(internally) rounded up to the next multiple of the step count.
Only FX Motion BLur: {F8632258}
FX Motion Blur + 4 time steps: {F8632260}
FX Motion Blur + 32 time steps: {F8632261}
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D8079
This adds object motion blur vectors for EEVEE as well as better noise
reduction for it.
For TAA reprojection we just compute the motion vector on the fly based on
camera motion and depth buffer. This makes possible to store another motion
vector only for the blurring which is not useful for TAA history fetching.
Motion Data is saved per object & per geometry if using deformation blur.
We support deformation motion blur by saving previous VBO and modifying the
actual GPUBatch for the geometry to include theses VBOs.
We store Previous and Next frame motion in the same motion vector buffer
(RG for prev and BA for next). This makes non linear motion blur (like
rotating objects) less prone to outward/inward blur.
We also improve the motion blur post process to expand outside the objects
border. We use a tile base approach and the max size of the blur is set via
a new render setting.
We use a background reconstruction method that needs another setting
(Background Separation).
Sampling is done using a fixed 8 dithered samples per direction. The final
render samples will clear the noise like other stochastic effects.
One caveat is that hair particles are not yet supported. Support will
come in another patch.
Reviewed By: jbakker
Differential Revision: https://developer.blender.org/D7297
Follow-up to previous commit.
Some examples:
{F8473507} {F8473508} {F8473509} {F8473510}
For more screenshots, please see D7430.
We use column or row headings here to bring more structure, and to give
the eye visual anchors which aid eye-scanning. The left-aligned
checkboxes likewise help with this. And we keep the adherence to the
center line, so the alignment matches up between the various buttons and
controls.
* Changes the property split percentage from 50/50% to 40/60%. This is
needed to give enough space for the checkboxes. But in most cases this
looks better anyway - see Transform panel. In some cases it simply
fills out the available space more efficently.
* Fix various hacks where we previously used manually defined splits.
When we did this, the alignment was never quite right, and the layout
code was a mess.
* Adds column headings to many places where a list of checkboxes all
share a common purpose or leading text.
* Add checkbox + value configurations various places where a checkbox
only serves to enable the value slider
* Removes most uses of grid flow layout. The grid flow layouts combine
poorly with column headings, and also they would mess alignment up
badly. The grid flow layouts also often made buttons and controls jump
around on the screen if you would just resize editors slightly,
causing visual confusion, making users lose their place. The logic for
at what time the list of items would re-flow was often flawed, jumping
to multiple columns too fast or too late - and frankly, the grid flow
layouts would often just look bad.
Maniphest Task: https://developer.blender.org/T65965
Differential Revision: https://developer.blender.org/D7430
Reviewed by: Brecht Van Lommel, Pablo Vazquez.
Most work here by William Reynish, few changes by Julian Eisel.
This patch adds a dedicated path to extract 16bit normals instead of packing them into 10bits/comp.
The tangents are also packed to 10bits/comp if not using the new High Quality Normal option.
Fix T61024 Degraded texture shading on dense meshes
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D6614
This fixes poor Cycles panel ordering, with Freestyle and Custom Properties
appearing at the top.
For most cases order of registration is still the easiest way to control
order and it's recommended to keep using that. This is mainly to solve a few
cases where we want a few built-in panels to appear below add-on panels.
There is now a checkbox to enable/disable depth of field per camera. For Eevee
this replace the scene level setting. For Cycles there is now only an F-Stop
value, no longer a Radius.
Existing files are converted based on Cycles or Eevee being set in the scene.
Differential Revision: https://developer.blender.org/D4882
This is to simplify the usage of Volumetrics.
Now it automatically detect if there is any Volumetric material in the
view and allocate the needed buffer if any.
For existing files, it will use the setting from Cycles or Eevee depending on
the render engine in the scene.
Differential Revision: https://developer.blender.org/D4874
- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0
samples means no AA, 1 sample uses FXAA and more samples will use
TAA.
The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing
method.
- Use TAA when rendering images. (this used to be CPU based FSAA)
- Removed `R_OSA` related settings.
Reviewers: fclem, brecht
Maniphest Tasks: T60847
Differential Revision: https://developer.blender.org/D4773
* Rename "Use Smoke Highres" to "Use High-resolution Smoke"
* Use 'Display' instead of 'Draw', following the naming conventions in 2.8
* Drop the 'Use' prefix in the UI, a "High-resolution Smoke' checkbox sufficiently communicates what it does.
Cycles shows first the render, and then the viewport settings.
One could argue that EEVEE's main setting is the viewport one.
But that is silly. If we need an extra setting for the lookdev mode so be it.
But EEVEE should be treated as an engine just as Cycles.
Also, removed the " Samples" bit from their labels since they are under
the Sampling panel.
Now it's possible define the blend mode between layers including the option to clamp the layer using underlying layers.
Also a new Simplify option has been added to disable blend layers.
This setting can be tweaked to improve glossy reflection cubemaps.
It increases the sample count for each roughness level.
This settings affect the lookdev mode quality as well.
This enables reducing the noise comming from very bright light sources
(like a sun) that can be found in distant HDRIs.
The lost energy may be replaced manually by a sunlight that compensate the
this loss.
This clamping only concerns Reflection Cubmaps and is done on all on all
of them.
Setting to 0.0 disables it (default).
This is a parameter that will make the interpolation between irradiance
cells of a same Irradiance Volume smoother, reducing the weight of the
light leaking correction factors.
It is usefull in some cases to avoid harsh lighting transition that can
happen when a sample point it near a surface.
This is an important change. Starting from now, all lights have a finite
influence radius (similar to the old sphere option for BI).
In order to avoid costly setup time, this distance is first computed
automatically based on a light threshold. The distance is computed
at the light origin and using the inverse square falloff. The setting
can be found inside the render settings panel > shadow tab.
This light threshold does not take the light shape into account an may not
suit every case. That's why we provide a per lamp override where you can
just set the cutt off distance (Light Properties Panel > Light >
Custom Distance).
The influence distance is also used as shadow far clip distance.
This influence distance does not concerns sun lights that still have a
far clip distance.
---
This change is important because it makes it possible to cull lights
an improve performance drastically in the future.