- Separate the Post Processes settings into sub panel.
- Rename "Viewport Anti-Aliasing" to sampling & super-sampling as it also reduce the noise of other effects.
- Remove Temporal Anti-Aliasing toggle and make it always active unless the number of samples is 1.
This adds TAA to eevee. The only thing important to note is that we need to keep the unjittered depth buffer so that the other engines are composited correctly.
It's purpose is to limit the amount of light that spread across the screen.
Not entierly sure if it's very usefull, but it sure help to avoid to drown the screen in bloom.
This includes big improvement:
- The horizon search is decoupled from the BSDF evaluation. This means using multiple BSDF nodes have a much lower impact when enbaling AO.
- The horizon search is optimized by splitting the search into 4 corners searching similar directions to help which GPU cache coherence.
- The AO options are now uniforms and do not trigger shader recompilation (aka. freeze UI).
- Include a quality slider similar to the SSR one.
- Add a switch for disabling bounce light approximation.
- Fix problem with Bent Normals when occlusion get very dark.
- Add a denoise option to that takes the neighbors pixel values via glsl derivatives. This reduces noise but exhibit 2x2 blocky artifacts.
The downside : Separating the horizon search uses more memory (~3MB for each samples on HD viewport). We could lower the bit depth to 4bit per horizon but it produce noticeable banding (might be fixed with some dithering).
For the moment the only way to enable this is to:
- enable Screen Space REFLECTIONS.
- enable Screen Space Refraction in the SSR parameters.
- enable Screen Space Refraction in the material tab.
It now uses a quality slider instead of stride.
Lower quality takes larger strides between samples and use lower mips when tracing rough rays.
Now raytracing is done entierly in homogeneous coordinate space. This run much faster.
Should be fairly optimized. We are still Bandwidth bound.
Add a line-line intersection refine.
Add a ray jitter between the multiple ray per pixel to fill some undersampling in mirror reflections.
The tracing now stops if it goes behind an object. This needs some work to allow it to continue even if behind objects.
Output in 2 buffers Normals, Specular Color and roughness.
This way we can raytrace in a defered fashion and blend the exact contribution of the specular lobe on top of the opaque pass.
This add a new set of (possible) render settings that can be defined at
the scene level and overridable at the scene layer level.
Once we get workspaces we can either add workspace inbetween scene and
scene layer evaluation. Or to replace layer settings, to avoid extra
confusion to users.
An example of this setting is "samples", as implemented now for the clay
engine.
Although this wasn't so obvious since it
only showed up for factory settings and in the preferences window.
Panel display order depends on registration order,
Sorry for the noise. On the bright side we no longer need to move
classes around to re-arrange panels.
Initial work by Clément Foucault with contributions from Dalai Felinto
(mainly per-collection engine settings logic, and depsgraph iterator placeholder).
This makes Blender require OpenGL 3.3. Which means Intel graphic card
and OSX will break. Disable CLAY_ENGINE in CMake in those cases.
This is a prototype render engine intended to help the design of real
render engines. This is mainly an engine with enphasis in matcap and
ambient occlusion.
Implemented Features
--------------------
* Clay Render Engine, following the new API, to be used as reference for
future engines
* A more complete Matcap customization with more options
* Per-Collection render engine settings
* New Ground Truth AO - not enabled
Missing Features
----------------
* Finish object edit mode
- Fix shaders to use new matrix
- Fix artifacts when edge does off screen
- Fix depth issue
- Selection sillhouette
- Mesh wires
- Use mesh normals (for higher quality matcap)
- Non-Mesh objects drawing
- Widget drawing
- Performance issues
* Finish mesh edit mode
- Derived-Mesh-less edit mode API (mesh_rende.c)
* General edit mode
- Per-collection edit mode settings
* General engines
- Per-collection engine settings
(they are their, but they still need to be flushed by depsgraph, and
used by the drawing code)
Design Documents
----------------
* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers
* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised
User Commit Log
---------------
* New Layer and Collection system to replace render layers and viewport layers.
* A layer is a set of collections of objects (and their drawing options) required for specific tasks.
* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.
* All Scenes have a master collection that all other collections are children of.
* New collection "context" tab (in Properties Editor)
* New temporary viewport "collections" panel to control per-collection
visibility
Missing User Features
---------------------
* Collection "Filter"
Option to add objects based on their names
* Collection Manager operators
The existing buttons are placeholders
* Collection Manager drawing
The editor main region is empty
* Collection Override
* Per-Collection engine settings
This will come as a separate commit, as part of the clay-engine branch
Dev Commit Log
--------------
* New DNA file (DNA_layer_types.h) with the new structs
We are replacing Base by a new extended Base while keeping it backward
compatible with some legacy settings (i.e., lay, flag_legacy).
Renamed all Base to BaseLegacy to make it clear the areas of code that
still need to be converted
Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp
* Unittesting for main syncronization requirements
- read, write, add/copy/remove objects, copy scene, collection
link/unlinking, context)
* New Editor: Collection Manager
Based on patch by Julian Eisel
This is extracted from the layer-manager branch. With the following changes:
- Renamed references of layer manager to collections manager
- I doesn't include the editors/space_collections/ draw and util files
- The drawing code itself will be implemented separately by Julian
* Base / Object:
A little note about them. Original Blender code would try to keep them
in sync through the code, juggling flags back and forth. This will now
be handled by Depsgraph, keeping Object and Bases more separated
throughout the non-rendering code.
Scene.base is being cleared in doversion, and the old viewport drawing
code was poorly converted to use the new bases while the new viewport
code doesn't get merged and replace the old one.
Python API Changes
------------------
```
- scene.layers
+ # no longer exists
- scene.objects
+ scene.scene_layers.active.objects
- scene.objects.active
+ scene.render_layers.active.objects.active
- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()
- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)
- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')
-AddObjectHelper.layers
+ # no longer exists
```
This is not so much common panel to access to and having it fully
visible just adds clutterness in cases when one only need to work
with render passes.
Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
Notes:
* Did not touch to addons, that's up to the authors. ;)
* Did not removed any "name" field below lists. We might want to do this in some cases (less UI clutter), but probably not always, so will let maintainers of the related areas decide here.
* Remove "Edge" post processing effect and the corresponding render layer.
Since we have freestyle, this is not needed anymore and was a very simple effect anyway (Zbuffer filter effect, could be added to the compositor if really needed again).
Reviewed By: brecht, ton
Differential Revision: http://developer.blender.org/D14
* Make the gap for the filtering options slightly bigger, so 1 row doesn't look so cluttered.
* Default Render Layer and Particle System list in the Properties Editor to 1 row as well, to save space.
Some enums' items actually are generated from data (like the render layers of compo nodes), so they should not be translated. Added a PROP_ENUM_NO_TRANSLATE new RNA flag to tag those enums (only found those for nodes, but may be more of them around).
Also fix similar issue in main list of render layers (Py UI code! :P ).