Commit Graph

299 Commits

Author SHA1 Message Date
Campbell Barton
69bf4e5e36 Cleanup: unused variables 2019-03-17 21:14:43 +11:00
Campbell Barton
0bd45a2d51 Cleanup: unused imports 2019-03-14 15:34:14 +11:00
Pablo Vazquez
4831dd5f38 UI: Naming and tooltip for the new high-resolution smoke simplify setting.
* 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.
2019-03-08 15:30:51 +01:00
Campbell Barton
270fd28496 Cleanup: use single quotes for enums 2019-03-04 22:11:06 +11:00
Sebastian Parborg
1a06751c1a Fix T62113: Color Management Curves CRGB buttons missing
Template was missing a type="COLOR" definition.
2019-03-04 10:46:27 +01:00
William Reynish
962af13b18 UI: Properties hierarchical nesting
Make hierarchy more clear and consistent in Render, Object and Particles
2019-02-28 21:53:14 +01:00
Sergey Sharybin
6e40e3489f Add global control over disabling high-resolution smoke draw
Can be found in the viewport's simplify panel, allows to easily
disable high-res display for all the smokes in the scene.
2019-02-15 17:55:24 +01:00
Brecht Van Lommel
8c2a978b03 UI: rename Free Bake to Delete Bake.
"Free" is more of a programming term related to memory allocation, not a term
we need to use in the interface. Ref T61054.
2019-01-31 19:49:47 +01:00
Dalai Felinto
178299278b EEVEE UI: Render/Viewport Samples - follow Cycles
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.
2019-01-22 19:48:24 -02:00
Campbell Barton
e71d489254 Cleanup: style 2018-12-20 13:11:04 +11:00
Brecht Van Lommel
d5778b5bc1 UI: rename "OpenGL" render engine to "Workbench".
Neither is very descriptive for its task, but at least workbench is more
future proof and distinguishes it from Eevee.
2018-11-26 19:05:37 +01:00
Antonioya
99f7934e19 GP: New Blend Layers functionality
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.
2018-11-26 18:12:39 +01:00
Clément Foucault
64dc0f2685 UI: Eevee: Rename Volume Exponential Sampling to Distribution 2018-11-16 19:24:55 +01:00
Clément Foucault
ffa461f13c Eevee: Add Filter Quality setting
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.
2018-11-15 20:04:47 +01:00
Clément Foucault
1b321048a7 Eevee: Add Glossy Reflection clamping
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).
2018-11-15 20:04:47 +01:00
Clément Foucault
c2164e579c Eevee: Add irradiance smoothing
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.
2018-11-15 18:16:30 +01:00
Clément Foucault
516e000aa9 Eevee: Add Light Threshold value
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.
2018-11-15 18:16:30 +01:00
Clément Foucault
77a5250975 Eevee: Hide Sprite threshold as it is not implemented yet 2018-11-12 21:18:10 +01:00
Clément Foucault
946f9d8fb3 Eevee: Fix "Show Irradiance/cubemap" icons 2018-11-05 16:31:12 +01:00
Pablo Vazquez
4affea081a UI: Move Simplify panel from Scene to Render properties.
It mainly contains properties that affect the final render/viewport and it's handy
to see if it's enabled or not while going through the render settings.
2018-11-03 05:12:45 +01:00
Brecht Van Lommel
00ef0a4d8e UI: disable decorators for color management and motion path panels. 2018-11-02 15:35:06 +01:00
Pablo Vazquez
034e777038 UI: Sort panels in Render and Output 2018-11-02 02:21:35 +01:00
Campbell Barton
c4c62e6df5 UI: tweak panels open by default 2018-11-02 12:04:04 +11:00
Brecht Van Lommel
86b2f8ef38 UI: add render output tab to properties editor 2018-11-02 11:58:56 +11:00
Clément Foucault
cde64619ca Eevee: Implement Overscan option
This option make the internal render size larger than the output size in
order to minimize screenspace effects disapearing at the render edges.

The overscan size added around the render is the maximum dimension
multiplied by the overscan percentage.
2018-10-31 18:32:54 +01:00
William Reynish
4b7b1ba114 UI: more single column layout for brush and render properties. 2018-10-31 17:58:57 +01:00
Pablo Vazquez
7fe1ecf89d UI: Move Color Management panel from Scene to Render properties.
It makes more sense to have Color Management under Render properties,
even though they are per scene (so are render dimensions anyway).
2018-10-31 13:06:44 +01:00
Clément Foucault
b8331b79e6 Eevee: Implement jittered soft shadowmap
This new option is located in the shadows options in the render settings.
This approach is simple and just randomize the shadow map position (not
the lamp itself) and just let the temporal supersampling do the average of
all the shadowing. The downside is that is needs quite a large number of
samples to give smooth results and individual sample position can remain
visible.

Enabling this option will make the viewport refresh all shadow maps every
redraw so it has a serious performance impact.

This approach is not physicaly based at all and will not match cycles.

----

The sampling for point lamps (spheres) is not
2018-10-28 21:48:22 +01:00
William Reynish
b3814d8645 UI: closure some more panels by default, leaving open mostly 1 per tab. 2018-10-18 12:14:25 +02:00
Brecht Van Lommel
2ac65f6153 UI: new icon set by Andrzej Ambroz.
This is a monochrome icon set, with a more modern look and icons for
various features that did not have a proper icon before.
2018-10-08 19:46:00 +02:00
Campbell Barton
b05f9e35cb Cleanup: unused variables 2018-09-11 18:15:55 +10:00
Campbell Barton
01e6f09001 Merge branch 'master' into blender2.8 2018-09-11 17:45:38 +10:00
Campbell Barton
bf8aac0d49 Cleanup: unused variables 2018-09-11 17:32:21 +10:00
Brecht Van Lommel
e0a4dc6a79 UI / Python: rename X-Ray to In Front, Draw to Display.
See T56648.
2018-09-06 13:26:46 +02:00
Campbell Barton
1d04d7721b Cleanup: pep8 2018-09-04 08:50:11 +10:00
William Reynish
544c8453d5 UI: use grid flow for metadata panel. 2018-09-03 19:35:25 +02:00
William Reynish
cdd8a430d3 UI: reorganize render output and encoding panels for single columns.
This will look a bit better once horizontal expanded enums work.
2018-09-03 17:51:04 +02:00
Campbell Barton
ba21c27e76 Cleanup: use single quotes for enum's 2018-09-03 14:15:18 +10:00
Campbell Barton
e1ec93ce75 UI: use keyword arguments
Prepare for keyword only args.
2018-08-28 13:41:47 +10:00
Campbell Barton
d3a72033f6 RNA: UILayout.split(..) 'percentage' to 'factor'
Misleading name since it's between 0..1.

Use as a keyword argument to prepare for keyword only args.

Also document that leaving unset has special behavior.
2018-08-28 12:50:11 +10:00
Campbell Barton
e9fb2feb2e UI: text keyword argument to label
Prepare for keyword only args
2018-08-28 12:34:51 +10:00
Jeroen Bakker
b831accc01 Workbench: hide background option for OpenGL render
When OpenGL renderer is selected the option for background colors are
displayed, but ignored. For now we hide this option as it makes no sense
to have a viewport color option without viewport or render a 'final'
with a theme color.
2018-08-19 20:25:36 +02:00
Pablo Vazquez
e5a1bf0b10 UI: Metadata panel tweaks
Rename "Seq. Strip" to Strip Name, "Sequence Strip" to Use Strip Metadata.
Plus re-arrange of properties and separators for sections.

Thanks @fsiddi for the feedback.
2018-07-31 14:31:40 +02:00
Pablo Vazquez
40ad0de002 UI: Custom FPS not showing properly if editor is narrow 2018-07-29 22:56:33 +02:00
Clément Foucault
87090abb95 Eevee: Remove Colored volumetric option.
This option is not necessary as it uses as much memory as the mono-chromatic
transmistance.
2018-07-23 17:44:34 +02:00
Brecht Van Lommel
644fadf2f0 Render: add "OpenGL" render engine.
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.

The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
2018-07-17 16:46:09 +02:00
Campbell Barton
8a429b03e1 Cleanup: style 2018-07-13 08:42:34 +02:00
Clément Foucault
1a43e08187 Eevee: LightCache: Initial Implementation
This separate probe rendering from viewport rendering, making possible to
run the baking in another thread (non blocking and faster).

The baked lighting is saved in the blend file. Nothing needs to be
recomputed on load.

There is a few missing bits / bugs:
- Cache cannot be saved to disk as a separate file, it is saved in the DNA
  for now making file larger and memory usage higher.
- Auto update only cubemaps does update the grids (bug).
- Probes cannot be updated individually (considered as dynamic).
- Light Cache cannot be (re)generated during render.
2018-07-10 15:31:34 +02:00
Campbell Barton
53e191e0a5 Merge branch 'master' into blender2.8 2018-06-28 08:50:11 +02:00
Campbell Barton
597122d72b Cleanup: use f-strings 2018-06-28 08:43:58 +02:00