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.
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@@ -180,7 +180,7 @@ static ViewLayer *view_layer_add(const char *name)
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/* Pure rendering pipeline settings. */
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view_layer->layflag = 0x7FFF; /* solid ztra halo edge strand */
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view_layer->passflag = SCE_PASS_COMBINED | SCE_PASS_Z;
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view_layer->passflag = SCE_PASS_COMBINED;
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view_layer->pass_alpha_threshold = 0.5f;
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view_layer->cryptomatte_levels = 6;
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view_layer->cryptomatte_flag = VIEW_LAYER_CRYPTOMATTE_ACCURATE;
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@@ -318,6 +318,11 @@ static void blo_update_defaults_scene(Main *bmain, Scene *scene)
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/* Rename render layers. */
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BKE_view_layer_rename(bmain, scene, scene->view_layers.first, "View Layer");
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/* Disable Z pass by default. */
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LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
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view_layer->passflag &= ~SCE_PASS_Z;
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}
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/* New EEVEE defaults. */
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scene->eevee.bloom_intensity = 0.05f;
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scene->eevee.bloom_clamp = 0.0f;
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