Commit Graph

239 Commits

Author SHA1 Message Date
Campbell Barton
7436fb2ef1 Merge branch 'master' into 28 2018-06-05 16:36:13 +02:00
William Reynish
acb5bbf9b2 UI: use subpanels for Cycles, render, scene, object, particle, curves. 2018-06-04 13:44:23 +02:00
Campbell Barton
04d9316cf3 UI: use single column layout for particles
Also minor changes to other panels.

Patch by @billreynish
2018-06-02 21:52:52 +02:00
Campbell Barton
d18cd768bb UI: use single column properties for object data
patch by @billreynish w/ minor edits
2018-06-01 19:26:07 +02:00
Pablo Vazquez
0b396bc15b Minor tweaks to labels 2018-05-31 16:05:47 +02:00
Campbell Barton
85ce4d957c UI: use split property layout for some panels
Object, render, scene properties now use split-property layout,
also cycles interface.

Patch by @billreynish w/ minor edits.
2018-05-30 18:00:11 +02:00
Clément Foucault
e0e3038b1e Hair Particles: DNA: Add properties for new GPU hairs.
Hair Particles shape properties are ported from cycles. Thoses properties
have the same defaults and have a do_version of their own. Cycles will use
theses properties instead of its custom ones.

Some realtime engine specific settings are also added to scene->r because
it's much easier to control as global values.

Bumping Version number so cycles can do its own do_version on top of the
default settings.
2018-05-30 12:25:20 +02:00
Campbell Barton
0d559a6730 RNA: follow boolean naming conventions 2018-05-26 11:54:25 +02:00
Campbell Barton
1cf17b257d UI: remove render panel, move operators to menu 2018-05-24 18:10:57 +02:00
Campbell Barton
132cda3925 Revert "UI: remove 'Render' top level menu"
This reverts commit 10e43c0aef.

After discussion, it's useful to have render menu
for more obscure render options.
2018-05-24 18:10:57 +02:00
Campbell Barton
10e43c0aef UI: remove 'Render' top level menu
- Toggle render window is in the window menu.
- OpenGL render settings in the 3D View menu.
- Playback animation in the render panel.
2018-05-24 16:20:56 +02:00
Dalai Felinto
09e419fa8d Move Clay properties into scene
Per collection overrides are gone now.
2018-05-16 23:13:28 +02:00
Dalai Felinto
15c2801aac Move EEVEE properties into scene
We handle doversion for the scene properties, but not for the
view layer overrides.

Overrides will be implemented in a different way via dynamic overrides.
For now this data is completely lost.
2018-05-16 23:13:28 +02:00
Jeroen Bakker
c0667c2f35 T55008: Migrating RE-Collection data to Scene data
in Scene DNA is available in scene.display New DNA Struct DisplayData
Added RNA (scene.display).

We already have scene.display_settings which contains non viewpoert
specific color management settings. I did not merge those two.

Patch should be in line with the ideas that @brecht wrote in T55008.

As I am not in detail aware of the decisions that have been made for the override feature I want a short review if it is in line with the plans.

Reviewers: brecht, dfelinto

Reviewed By: brecht

Subscribers: brecht

Tags: #code_quest, #bf_blender_2.8

Differential Revision: https://developer.blender.org/D3290
2018-05-09 13:38:06 +02:00
Clément Foucault
f48e53f562 Eevee: Shadows: Separate Cube and Cascade shadow maps into 2 texture array.
This mean we can now have different shadow resolutions for both.

However each shadow type keep the same size accross all lamps because of
future "real" Cube Shadowmaps limitation and to save texture sampler slots.

That said the cascade shadow resolution could (in the future) still be
changed to be adjustable per sun lamp.
2018-05-04 16:22:23 +02:00
Jeroen Bakker
3f95daa31f Workbench: Shadows
Initial review of the shard shadows in the workbench engine.

Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged.

@fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not.

Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP

Reviewers: fclem

Reviewed By: fclem

Tags: #code_quest

Differential Revision: https://developer.blender.org/D3198
2018-05-04 14:08:40 +02:00
Brecht Van Lommel
61759f3b55 Cleanup: remove code for removed Blender Internal properties. 2018-04-28 16:15:42 +02:00
Jeroen Bakker
6c608b2f8a Workbench: Environment Light
- Changed defaults
 - Updated render panel
2018-04-26 08:31:14 +02:00
Jeroen Bakker
5f97331ffc Workbench: Added studio lighting to view layer 2018-04-25 15:59:15 +02:00
Dalai Felinto
791b9d821b Multi-View: Moving panel to render, and rename to Stereoscopy
Multi-View was never a per-viewlayer option. And now that we have viewlayer
it is better to name it in a more recognizable way:

"Stereoscopy" instad of plain "Views".
2018-04-25 12:12:43 +02:00
Clément Foucault
be307d6032 Eevee: TAA Reprojection: Add layer property. 2018-04-20 18:29:33 +02:00
Ton Roosendaal
51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00
Jeroen Bakker
b0d5e74fcc Workbench: drawtype object color from collection to v3d
Now every 3d view can have its own solid draw color setting
2018-04-19 12:44:37 +02:00
Jeroen Bakker
16fac020e0 Workbench: Option to use Object color
- added `object_color_type` where the user can set if the collection
determines the color, or the object will be used for the color.
Implemented it as an enum as later this can have a random color option.
- moved OB_LIGHTING_* to DNA_view3d_types and renamed it.
- Fixed some DRY in workbench_materials.c. Can remove more DRY's but
will need to discuss the responsibility of the workbench engine as it
might become part of the eevee renderer.
2018-04-19 09:45:52 +02:00
Brecht Van Lommel
f9cf2e2f6c Workspaces: remove workspace engine, use 3D viewport draw mode instead.
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.

A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.

Differential Revision: https://developer.blender.org/D3156
2018-04-18 16:35:38 +02:00
Jeroen Bakker
3f762dd764 Workbench: clean up the viewport shading code
- added the drawtype_solid, drawtype_wireframe, drawtype_texture to
View3D
- enabled workbench panels for important render engines
- merged workbench_materials to solid_flat_mode. All draw modes will get
its own fast implementation in the workbench
2018-04-17 22:11:56 +02:00
Dalai Felinto
159806140f Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine

This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.

Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
  that we can wait until then to remove this.
2018-04-17 17:51:28 +02:00
Jeroen Bakker
410810d42f Workbench: Added Object Color to collection_properties 2018-04-16 15:01:31 +02:00
Sybren A. Stüvel
c1a2f973da Merge branch 'master' into blender2.8 2018-04-09 15:44:28 +02:00
Sybren A. Stüvel
7e39d151d8 Added support for the WEBM/VP9 video codec
WEBM is the codec name, and VP9 is the encoder (the older encoder "VP8"
is less efficient than VP9).

WEBM/VP9 and h.264 both have options to control the file size versus
compression time (e.g. fast but big, or slow and small, for the same
output quality). Since WEBM/VP9 only has three choices, I've chosen to
map those to 3 of the 9 possible choices of h.264:

- BEST → SLOWER
- GOOD → MEDIUM
- REALTIME → SUPERFAST

The VERYSLOW and ULTRAFAST options give very little extra benefit.

Reviewed by: @Severin
2018-04-09 15:27:11 +02:00
Sybren A. Stüvel
a981206fd1 Merge branch 'master' into blender2.8 2018-04-08 14:07:34 +02:00
Sybren A. Stüvel
245e01c30a Encoding panel clarifications
The encoding panel mentions "None" in a few places, which is confusing.
- "Codec: None" now reads "No Video"
- "Audio Codec: None" now reads "No Audio"
- "Output Quality: None; ..." now reads "Constant Bitrate"

When selecting "No Video" the remaining video encoding options are
hidden, making it even more explicit that there will not be video in the
output file.

The label "Codec" now reads "Video Codec" for symmetry with "Audio
Codec".
2018-04-08 13:46:29 +02:00
Sybren A. Stüvel
57329304b0 Merge branch 'master' into blender2.8 2018-04-05 16:58:41 +02:00
Sybren A. Stüvel
6c3110a661 Write the scene render frame range to image/video files
This is useful to create a mapping from the frame range in the video to
frame index in the blend file.

Part of: https://developer.blender.org/D2273

Reviewed by: @campbellbarton
2018-04-05 16:50:24 +02:00
Sergey Sharybin
18e2a5df1a Merge branch 'master' into blender2.8 2018-03-22 16:41:37 +01:00
Sybren A. Stüvel
cfe43f8d1a Fix T54360: FFMPEG bitrate not editable for all codecs
The bitrate selection was hidden when a CRF mode was chosen and then
switched to a codec that doesn't support CRF.
2018-03-22 14:47:22 +01:00
Clément Foucault
23d2f708f3 Eevee: Pixel Filter: Add parameter & rescale final LUT. 2018-02-05 01:59:14 +01:00
Clément Foucault
ab5f86a04e Eevee: Render: Add Transparent Background option.
... under a new "Film" tab in the render properties panel.
2018-02-01 20:48:30 +01:00
Clément Foucault
4801e3fd92 Eevee: Display compositing tab. 2018-01-31 02:53:02 +01:00
Clément Foucault
0f93d67617 Eevee: Display render button in render panel 2018-01-29 22:00:15 +01:00
Clément Foucault
8cce339131 Eevee: Add new "render samples" properties. 2018-01-29 22:00:15 +01:00
Clément Foucault
9fd28c7769 Eevee: AO: Removes samples and denoise options.
This comes with a lot of code simplification that leads to a small performance improvement.
2018-01-16 18:22:25 +01:00
Clément Foucault
3cb2b2956b Eevee: SSR: Remove ray count and use integer texture for hit coord.
Using GL_RG16I texture for the hit coordinates increase tremendously the precision of the hit.
The sign of the integer is used to 2 flags (has_hit and is_planar).
We do not store the depth and retrieve it from the depth buffer (increasing bandwith by +8bit/px).
The PDF is stored into another GL_R16F texture.

We remove the raycount for simplicity and to reduce compilation time (less branching in refraction shader).
2018-01-16 18:22:24 +01:00
Clément Foucault
847f568bf5 Eevee: Irradiance Visibility: Add RNA / Engine properties 2017-12-04 10:10:27 +01:00
Clément Foucault
7cbc7dd904 Eevee: SSS: Add separated Albedo option.
This option prevent from automatically blurring the albedo color applied to the SSS.

While this is great for preserving details it can bleed more light onto the nearby objects since the blurring will be done on pure "white" irradiance.
This issue is to be tackled in a separate commit.
2017-11-24 22:29:28 +01:00
Brecht Van Lommel
4f8bffa7bf Merge branch 'master' into blender2.8 2017-11-23 19:16:11 +01:00
Brecht Van Lommel
f218e6d4da Fix T53276: encoding output quality UI clarification. 2017-11-23 17:55:25 +01:00
Clément Foucault
289f9f42ff Eevee: SSS: Add Quality settings.
Samples : pretty self explanatory.
Jitter Threshold : Reduce cache misses and improve performance (greatly) by lowering this value. This settings let user decide how many samples should be jittered (rotated) to reduce banding artifacts.
2017-11-14 02:17:34 +01:00
Clément Foucault
f8b1430566 Eevee: Initial Separable Subsurface Scattering implementation.
How to use:
- Enable subsurface scattering in the render options.
- Add Subsurface BSDF to your shader.
- Check "Screen Space Subsurface Scattering" in the material panel options.

This initial implementation has a few limitations:
- only supports gaussian SSS.
- Does not support principled shader.
- The radius parameters is baked down to a number of samples and then put into an UBO. This means the radius input socket cannot be used. You need to tweak the default vector directly.
- The "texture blur" is considered as always set to 1
2017-11-14 00:49:54 +01:00
Clément Foucault
66d8f82b83 Eevee: Overhaul the volumetric system.
The system now uses several 3D textures in order to decouple every steps of the volumetric rendering.

See https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite for more details.

On the technical side, instead of using a compute shader to populate the 3D textures we use layered rendering with a geometry shader to render 1 fullscreen triangle per 3D texture slice.
2017-10-27 22:49:15 +02:00