The compositor assumes the entire viewport as its compositing space even
in camera view. The current design decision was to limit the compositing
space by the camera region only if the camera passepartout is opaque,
that is, areas outside of the camera are not visible.
This patch changes that behavior to always limit the compositing space
by the camera region. The downside is that areas outside of the camera
will be left uncomposited.
This is useful to match viewport compositing to final render compositing
in terms of maintaining the same space, but not necessarily the same
resolution. However, this still has the limitation that space will be
different when the camera region intersects the viewport, since we only
composite their intersection in that case.
Pull Request: https://projects.blender.org/blender/blender/pulls/118241
The `object_to_world` and `world_to_object` matrices are set during
depsgraph evaluation, calculated from the object's animated location,
rotation, scale, parenting, and constraints. It's confusing and
unnecessary to store them with the original data in DNA.
This commit moves them to `ObjectRuntime` and moves the matrices to
use the C++ `float4x4` type, giving the potential for simplified code
using the C++ abstractions. The matrices are accessible with functions
on `Object` directly since they are used so commonly. Though for write
access, directly using the runtime struct is necessary.
The inverse `world_to_object` matrix is often calculated before it's
used, even though it's calculated as part of depsgraph evaluation.
Long term we might not want to store this in `ObjectRuntime` at all,
and just calculate it on demand. Or at least we should remove the
redundant calculations. That should be done separately though.
Pull Request: https://projects.blender.org/blender/blender/pulls/118210
The benefits are removing unnecessary reallocations of the string data
and unnecessary recalculations of the size, better type safety, and more
automatic memory management.
Pull Request: https://projects.blender.org/blender/blender/pulls/118045
This cleanup and centralize lightprobe object management
into the LightProbeModule as it was always intended.
The other modules are kept for data / rendering management.
A few logic were simplified along the way.
Rename a lot of defines and classes for more consistency.
No functional change expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/117941
Merge duplicated motion blur settings between Cycles and EEVEE,
and move them to `RenderData`/`scene.render`:
* `scene.cycles.motion_blur_position` -> `scene.render.motion_blur_position`
* `scene.eevee.use_motion_blur` -> `scene.render.user_motion_blur`
* `scene.eevee.motion_blur_position` -> `scene.render.motion_blur_position`
* `scene.eevee.motion_blur_shutter` -> `scene.render.motion_blur_shutter`
On the C/C++ side, this also renames `RenderData::blurfac` to
`RenderData::motion_blur_shutter`.
Pull Request: https://projects.blender.org/blender/blender/pulls/117913
Take light shape into consideration and do a small
fade to avoid abrupt lighting changes.
This fixes quite a lot of light leak but doesn't
fix all of them since light can still leak
during the fade. We could do this fade on the
lit side but then it break the working cases.
This does however fix the appearant sharp shadowing
that was visible on big light source.
Co-authored-by: Weizhen Huang <weizhen@blender.org>
Add new "Soft Falloff" option on point and spot light that uses
the old light behavior from Blender versions before 4.0. Blend
files saved with those older versions will use the option.
This option is enabled by default on new lights.
Fix#114241
Co-authored-by: Weizhen Huang <weizhen@blender.org>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/117832
Animators (especially for film and TV) often need
to track the movement of things in screenspace.
At the end of the day, the pixel motion is what counts.
But motion paths were always in world space,
which made it hard to use when the camera
is also animated (during action scenes e.g.)
This PR introduces the feature of projecting a motion path into the screen space of the active scene camera.
Limitations
This makes the motion path only useful when looking through the active scene camera.
Switching the scene camera using markers is not yet supported.
Technical Implementation
This is achieved by baking the motion path points into the
camera space on creation. For every point calculated,
the camera is evaluated through the depsgraph and
the resulting world matrix is used.
Then I pass in the current frame's world matrix of the
camera into the shader to make sure the points follow it.
As can be seen in the video, it looks quite odd when
viewed at another angle but this is expected.
I mentioned that in the tooltip, so it shouldn't be an issue
Pull Request: https://projects.blender.org/blender/blender/pulls/117593
The deferred combine pass was not rendered for these pixels
since they would not output any BSDF.
The check in pipeline sync have to be removed in order to
support emission only passes.
There seems to be a driver bug on Linux + Mesa + AMD
The bug only appears in renderdoc if looking at the film pass
but not in the motion blur pass nor the volume pass.
Adding a clear event seems to fix the issue.
The render shadow loop would always tag new casters to update
the tiles that were already rendered. This patch split the
caster tagging into it's own pass and move it out of the loop.
Also adds a needed `async_flush_to_host` to make sure the
statistic buffer is up to date.
The root cause is still unknown. But replacing the
use of the depth texture by the hiz buffer fixes the
issue.
The issue was apparent on Linux + Mesa + AMD.