Commit Graph

67480 Commits

Author SHA1 Message Date
Clément Foucault
16fac2149b Physically based defaults for Eevee Bloom and Shutter
Some of Eevee's Bloom defaults are not very good for physically based rendering. This patches addresses this issue.

This picture shows one of the problems with current default. Bloom looks very foggy:
{F6280495}
Even worse, light emitters much dimmer than the Sun can make everything equally hazy if Clamp is set to 1.0 and intensity to 0.8 (current default). Artists often forget to adjust Clamp value and do not know what value to use for realistic intensity. Also, currently both Clamp and Intensity do not have good UI ranges. This is why often Eevee renders end up very hazy and bloom often does not look right.

Bloom effect plays important role to help to distinguish between bright and relatively dim light sources. With current defaults this is broken because Clamp set to 1.0. Also, it cannot be disabled if set to 0 like expected. This patch fixes this and sets it to 0 by default. If users need to clamp, they can do so easily with UI range up to 1000. This range is good enough for most cases and provides enough precision to control lower values, and the highest value helps to limit bloom from the Sun if necessary and will leave untouched most other light emitters. If needed, much higher values for Clamp can be entered manually up to 100000. 10000 is still affects the Sun, but up to 100000 highest limit allows to clamp anything that is much brighter than the Sun if user needs to limit bloom in such cases (for example, bright explosion in the sky or anything else very bright).

I propose new default for bloom Intensity - 0.05 and UI range to suggests realistic values. Bloom Intensity > 0.1 is not realistic for clean lens but the user can enter manually much larger values if needed.

For comparison, here is a my own photo with and without bloom caused by the Sun (on second photo the Sun was occluded with an object).
{F6280500}
{F6280492}
In real life bloom is much more subtle and does not look hazy. If Clamp is disabled, then out of 0.1, 0.05 and 0.025 values I have tried, 0.05 looks most similar to the photo. Here is test render with and without bloom with the Sun in similar position like on the photo:
{F6280496}
{F6280494}
Using color probe 27x27 I compared lightness below the horizon under the Sun. In rendered by Eevee images lightness difference was 17. In case of the photos lightness difference in similar place was 11. I then compared leftmost spot (also below the horizon) and lightness difference was approximately 2 between two photos and 1 between rendered images. In other words, with these settings bloom effect is not too strong and is not too weak. Visually it may seem like decreasing bloom intensity may increase photorealism, but then bloom effect would be too localized even for the Sun.

Besides this single test, I tested in many other scenes as well, with and without the Sun, with different HDRIs, and as far as I can tell 0.05 intensity turned out to be good default - it produces bloom strong enough to be noticeable and not too hazy.

In Cycles shutter default value is 0.50, so for consistency set to 0.5 by default in Eevee too. Besides, 0.5 is typical standard for real cameras, and values higher than 0.5 usually are needed only if very strong motion blur is desired.

Here is summary of all changes:

Bloom Intensity: 0.8 > 0.05
Bloom Intensity UI range: 0-10 > 0-0.1
Bloom Clamp: 1.0 > 0.0 (disabled by default)
Bloom Clamp manual range: 0-1000 > 0-100000
Bloom Clamp UI range: 0-10 > 0-1000
Shutter: 1.0 > 0.5

This patch is related to the discussion in this thread, there are more examples of what bloom will look like with 0.05 intensity by me and others:
https://devtalk.blender.org/t/eevee-needs-to-have-physically-based-defaults/4700

Reviewers: fclem

Reviewed By: fclem

Subscribers: pablovazquez, billreynish, rboxman

Tags: #eevee

Differential Revision: https://developer.blender.org/D4212
2019-01-17 20:03:13 +01:00
Clément Foucault
6dccc7cdab GPUInterface: Add builtin check in uniform location request.
This is a compile time option to remove the unecessary uniform queries.
2019-01-17 19:48:00 +01:00
Clément Foucault
844cda8f22 DRW: Make missing uniform debuging print only once 2019-01-17 19:48:00 +01:00
Clément Foucault
e3b3b32076 DRW: Use name buffer to request uniform location before drawing.
This is in order to avoid GL call during the "cache creation" phase and
support multithreading.
2019-01-17 19:48:00 +01:00
Clément Foucault
dc7e492989 Fix T60545: Buffer overflow in selection batch creation
Use loose_edges and loose_verts buffer instead of detecting them manually.
2019-01-17 19:48:00 +01:00
Clément Foucault
4c95899098 GPU: Rename GPU_shader_get_uniform to GPU_shader_get_uniform_ensure
This is in order to make the API more multithread friendly inside the
draw manager.

GPU_shader_get_uniform will only serve to query the shader interface and
not do any GL call, making it threadsafe.

For now it only print a warning if the uniform was not queried before.
2019-01-17 19:44:01 +01:00
Antonioya
938b08b336 GP: Make Close fill strokes visible 2019-01-17 19:33:39 +01:00
Brecht Van Lommel
260b786d07 Fix T60558: Cycles viewport render mismatch when the camera is a light. 2019-01-17 16:36:05 +01:00
Brecht Van Lommel
1a3abc7f79 Preferences: fit a little better when opened in place of properties editor. 2019-01-17 15:04:38 +01:00
Bastien Montagne
d86991ef37 Fix T60580: depsgraph object instance 'matrix_world' always returns identity matrix.
While form a strict consistency point of view it could make sense to
return identity matrix for non-instance items, it can be very handy to
get that info (common to both instances and regular objects) directly in
all cases.
2019-01-17 12:34:08 +01:00
Bastien Montagne
32dc085289 Add experimental batch-delete of hierarchy to Outliner.
This uses the same command as regular hierarchy delete, and is only
activated when debug value is set to 666 for now.

Here on file from T60419, it gives about 20% speed-up (from 5.5s to 4.4s).
2019-01-17 12:34:08 +01:00
Bastien Montagne
33dcde4865 RNA Depsgraĥ: add a warning about not using object_instances as a sequence.
Due to how this is generated, each item is freed when steping iteration
to the next one, which means that subscriptions etc. will make blender
crash.
2019-01-17 12:34:08 +01:00
Brecht Van Lommel
ad707115d5 Preferences: add new Viewport, Animation, Navigation, Save & Load sections.
This further changes the preferences organization, to avoid grouping unrelated
settings together. With more sections we can also expand more panels by default,
making it possible to quickly go through sections and see the settings of each.

Panels with less used settings are still collapsed by default, to keep all panel
headers visible without scrolling.

Differential Revision: https://developer.blender.org/D4216
2019-01-17 11:44:33 +01:00
Brecht Van Lommel
944d6f11cb Revert "Preferences: enable interface translation by default, not just tooltips."
This reverts commit c1762b1a08, as this was
intentional since interface translations are often incomplete or use unusual
terms.
2019-01-17 11:28:56 +01:00
Brecht Van Lommel
e44a7d36f4 Fix UI not fully updating while resizing window on Windows and macOS.
This is still not fully correct, since the event loop is blocked by GHOST
and no timer events are happening for animation while the mouse is still.
But for the most part it looks ok.
2019-01-17 11:28:56 +01:00
Campbell Barton
c8e75c2b00 Fix T60554: Missing undo push changing color
Operators don't have a good way to skip undo,
for now check the button undo flag & return cancelled.
2019-01-17 16:39:38 +11:00
Campbell Barton
4a3aac478c Cleanup: logic for eyedropper free on failure
Although currently unused, if exec was called and failed it would leak.
2019-01-17 15:43:34 +11:00
Campbell Barton
3648b3f916 Cleanup: remove duplicate color picker operator
Use internal boolean option to disable accumulation for crypto-matte.
2019-01-17 15:27:24 +11:00
Campbell Barton
b6854770c7 T60560: Render border gizmo doesn't update display 2019-01-17 14:48:46 +11:00
Campbell Barton
9d8445d6a9 Cleanup: de-duplicate loose vert/edge checks 2019-01-17 13:20:44 +11:00
Campbell Barton
76fdd33df2 Fix T60578: Crash selecting after hiding vertices 2019-01-17 13:05:45 +11:00
Campbell Barton
2f372654b6 BMesh: keep selection history when removing doubles
Auto-merge would loose the active vertex.
2019-01-17 12:36:17 +11:00
Campbell Barton
371006ddea BMesh: Remove doubles now merges face-flags 2019-01-17 12:32:12 +11:00
Campbell Barton
c5ae1cde5c Cleanup: variable names 2019-01-17 12:29:09 +11:00
Campbell Barton
00dd294a6e Cleanup: unused code 2019-01-17 11:17:45 +11:00
Philipp Oeser
e57ee5934a Fix T60261: Crash pasting a material without a nodetree 2019-01-17 08:59:02 +11:00
Campbell Barton
dfb63653f4 PyAPI: minor change to bpy.app.debug_value exception handling
Use error from int conversion function.
2019-01-17 08:46:36 +11:00
Campbell Barton
9bfc9d799e PyAPI: Avoid redundant prefix for PyC_Err_Format_Prefix
Only show the exception value type when it's not a string.
2019-01-17 08:43:57 +11:00
Campbell Barton
debb68024e PyAPI: add PyC_Err_SetString_Prefix for internal use 2019-01-17 08:38:59 +11:00
Antonioya
8ba86020cc GP: Display Stroke for Fill Alt mode always
When use the Alt mode to draw close strokes, if the color had the stroke diabled, the stroke was not visiblle while drawing.

Now, it's visible while drawing, but it's hidden again when the stoke is finished. To display close strokes, enable stroke mode in material or enter in edit mode.
2019-01-16 20:04:48 +01:00
Bastien Montagne
8102200006 Cleanup/sanitize usages of G.debug_value.
There was no documentation at all, some very bad practices (like using
G.debug_value > 0 as some sort of global debug print switch), and even
an overlapping use of '1' value...

Also, python setter did not check for valid range (since this is a
short, not an int).
2019-01-16 19:43:53 +01:00
Bastien Montagne
feaf846f93 Cleanup: get rid of -666 debug value.
That one was used to allow specifying in system console a new path for
missing libraries, when loading a .blend file.

We now have a much more easy and user-friendly way of repairing missing
linked datablocks/libraries, so this is not needed anymore.
2019-01-16 19:43:53 +01:00
Bastien Montagne
2eec83867b Cleanup: remove dead code in softbody forces evaluation.
This code has been disabled (hidden behind a specific debug value) for
over 10 years now! More than time to get rid of it...
2019-01-16 19:43:53 +01:00
Brecht Van Lommel
c1762b1a08 Preferences: enable interface translation by default, not just tooltips.
Translation as a whole is still disabled by default as before.
2019-01-16 19:25:17 +01:00
Brecht Van Lommel
d31ca35c61 Fix outdated user preference descriptions. 2019-01-16 19:25:17 +01:00
Brecht Van Lommel
69dcdf5e12 Fix broken weight painting colorband in default preferences. 2019-01-16 19:25:17 +01:00
Antonioya
1192fd58a5 GP: Use multiframe falloff in Shear transform 2019-01-16 19:22:20 +01:00
Antonioya
798e67bc9e GP: Use multiframe falloff for Bend transformation 2019-01-16 19:22:13 +01:00
Bastien Montagne
c2dee803e3 Outilner: pass userdata void pointer to outliner_do_object_operation_ex().
Even though it is not used currently, an _ex() func should not ignore
that, it is kind of mandatory for many advanced/complex behaviors.
2019-01-16 17:35:51 +01:00
Brecht Van Lommel
ece72e15d5 Preferences: remove OpenGL select method preference.
Deprecated GL_SELECT no longer works in OpenGL core profile, so there is no
reason to have this.
2019-01-16 16:16:42 +01:00
Brecht Van Lommel
49562da98d Preferences: remove unnecessary 16 bit textures preference.
This is a leftover from a time when these were not supported on all GPUs.
2019-01-16 16:16:42 +01:00
Brecht Van Lommel
a8a89db9c8 Preferences: always do GPU accelerated mipmapping, remove preference.
This setting was added long ago to be cautious in case some GPUs did not
support this propertly, no reason to have it anymore.
2019-01-16 16:16:42 +01:00
Bastien Montagne
0a378b8ebc Fix BKE_id_copy_ex() being able to 'return' garbage in copied ID.
Reported/noted in D4178, it would return immediatly in case of NULL
source ID, without ensuring that return 'copied' ID was properly
initialized.
2019-01-16 16:15:52 +01:00
Sergey Sharybin
7d7f5ce19f Multires: Cleanup, comments 2019-01-16 12:20:32 +01:00
Bastien Montagne
514e53bb80 Expose batch IDs deletion in python API.
Follow-up to previous commit.
2019-01-16 12:02:37 +01:00
Bastien Montagne
ce6d20b54e Add experimental batch IDs deletion.
Main idea is to remove IDs to be deleted from Main, to avoid looping on
them to remove other deleted IDs usage (this is the most expensive
process in ID deletion, by far).

Speed improvements when deleting a large amount of IDs from a Main
containing a lot of them is quite significant, some examples for Objects:
* Removing 1k from 10k: 32% quicker (2.5s to 1.7s).
* Removing 10k from 20k: 60% quicker (59s to 23s).
* Removing 20k from 20k: 99.5% quicker (82s to 0.4s)!

Note however that this process is more risky/touchy, since we by-pass
some safety checks from regular ID removal here.
So will only give access to that code from python API for now (in
separate commit), so that it gets really tested. Also still need to
think about how to hook it up in UI (probably mostly for Outliner),
since we often do higher-level operations there...
2019-01-16 12:02:37 +01:00
Sergey Sharybin
fcbbfb7789 Fix crash creating new file after modifications
Seems to be caused by cae3750 which changed free() function used
by bmain free to the one which does dependency graph tag. We do
no want to do any tags here.
2019-01-16 11:39:30 +01:00
Sergey Sharybin
bcef99d3a7 Cleanup: Spelling in comment 2019-01-16 11:36:54 +01:00
Sergey Sharybin
1579dc8c3b Multires: Prepare for cached topology
Note that the actual caching is still disabled, since
more tests is needed with more production-looking files.
2019-01-16 11:00:43 +01:00
Sergey Sharybin
7eda267df1 Subdiv: Reset evaluator creation statistics
Makes it more clear to see what was exactly happening at
the last invocation of subsurf modifier.
2019-01-16 11:00:43 +01:00