Render: disable Z pass by default, leave only Combined

It was somewhat arbitrary to have this one pass enabled that adds a bit of
additional memory and render time overhead, even though it's not necessarily
more important than others.
This commit is contained in:
Brecht Van Lommel
2021-07-29 16:31:10 +02:00
parent 2d3e5eda3f
commit 646f7ef73c
2 changed files with 6 additions and 1 deletions

View File

@@ -180,7 +180,7 @@ static ViewLayer *view_layer_add(const char *name)
/* Pure rendering pipeline settings. */
view_layer->layflag = 0x7FFF; /* solid ztra halo edge strand */
view_layer->passflag = SCE_PASS_COMBINED | SCE_PASS_Z;
view_layer->passflag = SCE_PASS_COMBINED;
view_layer->pass_alpha_threshold = 0.5f;
view_layer->cryptomatte_levels = 6;
view_layer->cryptomatte_flag = VIEW_LAYER_CRYPTOMATTE_ACCURATE;

View File

@@ -318,6 +318,11 @@ static void blo_update_defaults_scene(Main *bmain, Scene *scene)
/* Rename render layers. */
BKE_view_layer_rename(bmain, scene, scene->view_layers.first, "View Layer");
/* Disable Z pass by default. */
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
view_layer->passflag &= ~SCE_PASS_Z;
}
/* New EEVEE defaults. */
scene->eevee.bloom_intensity = 0.05f;
scene->eevee.bloom_clamp = 0.0f;