This adds a light parameter to avoid near camera pixels
allocating too much shadow resolution.
This is more intuitive than the scale shadow setting and
allows reducing the precision without changing the look
of distant shadows.
For sun lights, the property sets the minimum pixel
size the shadow can contains. This allows to
remove a lot tilemap close up.
For local lights, there is another additional property
to set the maximum resolution in shadow space (like
EEVEE-Legacy) instead of in world space (like sun
lights). This allows making older files lighter and
allow a more conservative approach to resolution.
This add versionning code to handle EEVEE-Legacy files
that had fixed resolution per light type.
The resolution setting is always in world space distance
as the maximum shadow resolution distribution might change
in the future or be dependent on other parameters
(like beam angle). This ensure that there is no
dependency on these parameters, but make the
setting use very small units. But this is more of
a UI problem.
Pull Request: https://projects.blender.org/blender/blender/pulls/121701
Implement the design discussed in #120384.
This adds two parameters. One for changing the approximation
method, and another to use the thickness from shadow map.
We pack the former in the gbuffer by dividing the 16bits
used for thickness by two and use one bit to store the
method.
The thickness from shadow map is now decoupled from the
light evaluation shader. This makes it more performant and
compatible with ray-tracing. This commit also uses the
same biases as shadow mapping to avoid aliasing artifacts
(fix#119339).
This refactors the light evaluation quite a bit to
remove unused bits bits and make the whole transmission
light evaluation without too much complexity.
Pull Request: https://projects.blender.org/blender/blender/pulls/121171
This improves the volume probe resolution and
dimensions to envelope most test scenes.
This doesn't increase the baking time
that much as most of the baking time is
spent compiling shaders.
- Avoid using `except: pass` so broken script don't go
undetected.
- Increase resolution of volumes
- Increase motion blur step resolution
- Fix setting on all scenes
Add silently fail option to GPU based render tests. This is a pre-requisite to enable
render tests on the buildbot. By default these render tests will pass silently.
* Test will pass when using the `--pass-silently` arguments.
* Only crashes will be reported as failed tests.
* To find out failing test, review the test reports.
`WITH_GPU_RENDER_TESTS_SILENT` compile option can be used to let tests pass (default)
or fail (default for developers).
Although some tests fail, they still passed. In the generated render report,
the silently passed failures are correctly reported to be failures.
Pull Request: https://projects.blender.org/blender/blender/pulls/117629
When running the render test for EEVEE-Next the command printed on
the report to update the reference images was incorrect. In stead of
displaying
`BLENDER_TEST_UPDATE=1 ctest -R eevee_next` it displayed
`BLENDER_TEST_UPDATE=1 ctest -R eevee next`.
The cause of this is that the title of the report is used to create
the command. EEVEE-Next has a space in its title which generates
an incorrect command.
A quick fix would be to replace spaces with underscores. But it would
be better to fix this more clearly by adding an attribute containing the
engine name.
This PR adds a `set_engine_name` method to the Report class. By
default the engine name is set based on the title.
Pull Request: https://projects.blender.org/blender/blender/pulls/117503
This change fixes confusion situation when the render output
is an RGBA image: the difference in color was not visible in
the report because alpha channel was all zeros. This is due
to idiff performing per-channel difference.
The solution to this problem is to have separate images for
color and alpha difference, which makes it clear where the
difference actually is coming from.
Last month we have been in the process of fixing the render tests of EEVEE-Next.
These render tests had some issues. Currently we are in a state that render
differences can be explained or related to an existing issue.
Having these render tests will also enable testing differences between Metal and OpenGL.
The new setup alters the position of the reflection probe so it doesn't intersect the ground
or the sphere at the same time. An offset was added, which adds a small difference
between cycles and eevee-next renders.
There is a known issue with the HiZ buffers when render size is too small. We change the
reflection probe render size as a temporary fix.
Pull Request: https://projects.blender.org/blender/blender/pulls/117447
Render test would hide objects from probes. It still referred to
the old name of the spherical probes. This change will replace it
with the correct name.
It also hides objects from the planar probes as they were also
recently added.
Pull Request: https://projects.blender.org/blender/blender/pulls/116093
Some tests like cycles, sequencer and compositor batch together multiple
tests in a single Blender invocation. This makes them run faster, but
makes debugging harder. This is an option to disable that batching.
Pull Request: https://projects.blender.org/blender/blender/pulls/114603
Update to the new naming convention for `Light Probes`:
`Reflection Cubemap` -> `Sphere`
`Reflection Plane` -> `Plane`
`Irradiance Grid` -> `Volume`
Note that this breaks the Python API (`bpy.types.LightProbe.type`).
Pull Request: https://projects.blender.org/blender/blender/pulls/113452
Enable tests for EEVEE Next.
As a workaround for allowing the use of EEVEE Next (still an
experimental feature) with `--factory-startup`, `arg_handle_engine_set`
enables the feature when `-E BLENDER_EEVEE_NEXT` is used.
In addition, EEVEE Next is always registered, so it's available when
calling `WM_init`.
If it's actually disabled, it will be immediately unregistered after that.
Notes:
- `get_gpu_device_type` always fails with error:
> GPU API is not available in background mode
- Setup and tests are the same as EEVEE. There are many tests that
only make sense for Cycles, and many EEVEE Next features that are
not actually tested.
Pull Request: https://projects.blender.org/blender/blender/pulls/112161