EEVEE-Next: Improve render test script
- 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
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@@ -17,52 +17,60 @@ def setup():
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for scene in bpy.data.scenes:
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scene.render.engine = 'BLENDER_EEVEE_NEXT'
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# Enable Eevee features
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scene = bpy.context.scene
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eevee = scene.eevee
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ray_tracing = eevee.ray_tracing_options
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# Enable Eevee features
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eevee = scene.eevee
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eevee.gtao_distance = 1
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eevee.use_volumetric_shadows = True
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eevee.volumetric_tile_size = '2'
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scene.render.use_motion_blur = True
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# Overscan of 50 will doesn't offset the final image, and adds more information for screen based ray tracing.
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eevee.use_overscan = True
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eevee.overscan_size = 50.0
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eevee.use_raytracing = True
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eevee.ray_tracing_method = 'SCREEN'
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ray_tracing.resolution_scale = "1"
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ray_tracing.screen_trace_quality = 1.0
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ray_tracing.screen_trace_thickness = 1.0
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# Due to an issue in HiZ-buffer set the probe resolution to 256. When the
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# probe resolution is to high it will be corrupted as the HiZ buffer isn't
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# large enough
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eevee.gi_cubemap_resolution = '256'
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# Overscan of 50 will doesn't offset the final image, and adds more information for screen based ray tracing.
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eevee.use_overscan = True
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eevee.overscan_size = 50.0
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# Does not work in edit mode
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try:
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# Simple probe setup
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bpy.ops.object.lightprobe_add(type='SPHERE', location=(0.0, 0.0, 0.0))
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cubemap = bpy.context.selected_objects[0]
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cubemap.scale = (1.0, 1.0, 1.0)
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cubemap.data.falloff = 0.0
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cubemap.data.clip_start = 0.8
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cubemap.data.influence_distance = 1.2
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# Ambient Occlusion Pass
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eevee.gtao_distance = 1
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bpy.ops.object.lightprobe_add(type='VOLUME', location=(0.0, 0.0, 0.0))
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grid = bpy.context.selected_objects[0]
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grid.scale = (1.735, 1.735, 1.735)
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grid.data.grid_bake_samples = 256
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bpy.ops.object.lightprobe_cache_bake(subset='ACTIVE')
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except:
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pass
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# Volumetric
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eevee.volumetric_tile_size = '2'
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eevee.volumetric_start = 1.0
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eevee.volumetric_end = 50.0
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eevee.volumetric_samples = 128
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eevee.use_volumetric_shadows = True
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# Only include the plane in probes
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for ob in scene.objects:
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if ob.name != 'Plane' and ob.type != 'LIGHT':
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ob.hide_probe_volume = True
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ob.hide_probe_sphere = True
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ob.hide_probe_plane = True
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# Motion Blur
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if scene.render.use_motion_blur:
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eevee.motion_blur_steps = 10
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# Ray-tracing
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eevee.use_raytracing = False
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eevee.ray_tracing_method = 'SCREEN'
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ray_tracing = eevee.ray_tracing_options
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ray_tracing.resolution_scale = "1"
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ray_tracing.screen_trace_quality = 1.0
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ray_tracing.screen_trace_thickness = 1.0
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# Light-probes
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eevee.gi_cubemap_resolution = '256'
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# Does not work in edit mode
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if bpy.context.mode == 'OBJECT':
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# Simple probe setup
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bpy.ops.object.lightprobe_add(type='SPHERE', location=(0.0, 0.0, 0.0))
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cubemap = bpy.context.selected_objects[0]
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cubemap.scale = (1.0, 1.0, 1.0)
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cubemap.data.falloff = 0.0
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cubemap.data.clip_start = 0.8
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cubemap.data.influence_distance = 1.2
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bpy.ops.object.lightprobe_add(type='VOLUME', location=(0.0, 0.0, 0.0))
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grid = bpy.context.selected_objects[0]
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grid.scale = (1.735, 1.735, 1.735)
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grid.data.grid_bake_samples = 256
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bpy.ops.object.lightprobe_cache_bake(subset='ACTIVE')
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# Only include the plane in probes
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for ob in scene.objects:
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if ob.name != 'Plane' and ob.type != 'LIGHT':
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ob.hide_probe_volume = True
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ob.hide_probe_sphere = True
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ob.hide_probe_plane = True
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# When run from inside Blender, render and exit.
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