Commit Graph

4897 Commits

Author SHA1 Message Date
Clément Foucault
bf799cb12c Fix T81741 EEVEE: Ambient Occlusion does not converge properly
This was due to the AO random sampling using the same "seed" as
the AA jitter. Decorelating the noise fixes the issue.
2021-03-08 17:25:38 +01:00
Clément Foucault
1540f1df07 EEVEE: RenderPass: Improve AO pass if screen space radius is small
This just bypass the occlusion computation if there is no occlusion
data. This avoids weird looking occlusion due to the screen space
geometric normal reconstruction.
2021-03-08 17:25:38 +01:00
Clément Foucault
0983e66e03 EEVEE: Occlusion: Use ScreenSpaceRay for iteration
The sampling is now optimum with every samples being at least one pixel
appart. Also use a squared repartition to improve the sampling near the
center.

This also removes the thickness heuristic since it seems to remove
a lot of details and bias the AO too much.
2021-03-08 17:25:38 +01:00
Clément Foucault
5db5966cdb EEVEE: Sampling: Split hemisphere sampling just like GGX
This is useful for debugging raycasting.
2021-03-08 17:25:16 +01:00
Clément Foucault
6842c549bb EEVEE: SSRayTrace: Cleanup/Refactor
This is a major rewrite that improves the screen space raytracing
a little bit.

This also decouple ray preparation from raytracing to be reuse in other
part of the code.

This changes a few things:
- Reflections have lower grazing angle failure
- Reflections have less self intersection issues
- Contact shadows are now fully opaque (faster)

Unrelated but some self intersection / incorrect bad rays are caused by
the ray reconstruction technique used by the SSR. This is not fixed by
this commit but I added a TODO.
2021-03-08 17:25:16 +01:00
Clément Foucault
ba75ea8012 EEVEE: Use Fullscreen maxZBuffer instead of halfres
This removes the need for per mipmap scalling factor and trilinear interpolation
issues. We pad the texture so that all mipmaps have pixels in the next mip.

This simplifies the downsampling shader too.

This also change the SSR radiance buffer as well in the same fashion.
2021-03-08 17:25:16 +01:00
Jacques Lucke
3de5fbba3a Fix T86050: use material count from correct data block
See comment in code for more details.

Differential Revision: https://developer.blender.org/D10615
2021-03-04 15:27:33 +01:00
Clément Foucault
b450d2d148 Fix T86042 EEVEE: incorrect irradiance bake
The environment (world) irradiance wasn't correctly skipped.
2021-03-03 23:14:06 +01:00
Mikhail
cd9a6a0f93 EEVEE: SSS: Fix light leaking bewteen object at different depths
The SSS shader in Eevee has the following drawbacks (elaborated in {T79933}):

1. Glowing
2. Ringing. On low SSS jittering it is rendered a bunch of sharp lines
3. Overall blurriness due to the nature of the effect
4. Shadows near occlusions as in T65849
5. Too much SSS near the edge and on highly-tilted surfaces

{F9438636}
{F9427302}

In the original shader code there was a depth correction factor, as far as I can understand for fixing light bleeding from one object to another. But it was scaled incorrectly. I modified its scale to depend on SSS scale*radius and made it independent from the scene scale. The scale parameter (`-4`) is chosen so that it makes tilted surfaces to have visually the same SSS radius as straight surfaces (surfaces with normal pointed directly to the camera).

This depth correction factor alone fixes all the problems except for ringing (pt. 2). Because of float-point precision errors and irradiance interpolation some samples near the border of an object might leak light, causing sparkly or dashed (because of aliasing) patterns around the highlights. Switching from `texture()` to `texelFetch()` fixes this problem and makes textures on renders visually sharper.

An alternative solution would be to detect object borders and somehow prevent samples from crossing it. This can be done by:
1. Adding an `object_id` texture. I think it requires much more code changing and makes the shader more complicated. Again, `object_id` is not interpolatable.
2. Watch gradient of depth and discard samples if the gradient is too big. This solution depends on scene scale and requires more texture lookups. Since SSS is usually a minor effect, it probably doesn't require that level of accuracy.

I haven't notice it in practice, but I assume it can make visible SSS radius slightly off (up to 0.5 px in screen space, which is negligible). It is completely mitigated with render sampling.

Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9740
2021-03-03 14:57:25 +01:00
Clément Foucault
f746b568f3 EEVEE: SSR: Check reflection ray against geometric normal
This improve self intersection prevention. Also reduce the bias
that was making a lot of rays not being shoot at grazing angles.
2021-03-03 14:57:25 +01:00
Clément Foucault
1c22b551d0 EEVEE: Add ensure_valid_reflection to glossy closures
This is ported from Cycles and fixes issues with bump/normal mapping
giving weird reflections/lighting.

Fixes T81070 Specular light should be limited to normal pointing toward the camera
Fixes T78501 Normal mapping making specular artifact
2021-03-03 14:57:25 +01:00
Campbell Barton
6aec6568a0 Cleanup: spelling, minor corrections
Also use doxygen comments for sculpt functions.
2021-03-03 06:20:27 +11:00
Clément Foucault
3a29c19b2b EEVEE: Fix incorrect volumetric light shadowing
The shadowing was computed on the light distance squared,
leaking to much light since it was integrating the extinction behind
the ligth itself.

Also bump the maximum shadow max step to the actual UI values. Otherwise
we get shadowing under evaluated because `dd` is too small.
2021-03-02 18:00:02 +01:00
Philipp Oeser
3d7a00b8aa Fix (unreported) light cache bake crash
missing NULL check if there is no cache there to begin with.

Differential Revision: https://developer.blender.org/D10581
2021-03-02 17:54:45 +01:00
Jeroen Bakker
ca2044f72b Fix T86122: Performance Debug View Viewport Not Working
The performance debug menu isn't used that often anymore as render doc
also show the timings. This patch will make sure that enabling the
performance debug view (21) does not crash blender.
2021-03-02 14:27:52 +01:00
Clément Foucault
8d6a79ffc2 Fix error in rBb9e1cc931ee9
Bad copy paste...
2021-03-02 14:11:16 +01:00
Clément Foucault
b9e1cc931e Fix T86138 EEVEE: Bake Indirect Lighting crash in 2.93 with older files
This was caused by a missing version check.
2021-03-02 13:56:24 +01:00
Clément Foucault
1e7d8a4ad5 EEVEE: Depth of field: Do not shrink highlights when using overblur
This fixes the issue of bokeh size being smaller when using overblur.

The additional overblur needs to be centered on the outer radius.
2021-03-02 13:08:57 +01:00
Jeroen Bakker
61b3870981 Cryptomatte: Flexible Definition of CryptomatteLayers.
Cryptomatte layers in Blender are predefined. Other render engines
might have other naming schemes. This patch will allow creation of
cryptomatte layers with other names. This will be used by D3959 to
load cryptomatte openexr files from other render engines.

EEVEE and Cycles still use our fix naming scheme so no changes are
detectable by users.
2021-03-01 16:37:42 +01:00
Clément Foucault
400f2e4be6 Fix T85959 EEVEE: DOF with "Jitter Camera" broken
Was caused by recent changes in window_translate_m4 by rBbb2af40ec7dd.
2021-02-25 15:27:10 +01:00
Campbell Barton
0e1c6a29cb Cleanup: spelling 2021-02-25 16:34:50 +11:00
Clément Foucault
b0b33b77fa Workbench: Fix typo in rB32ca8e58a374
This was creating incorrectly occluded overlays.
2021-02-24 17:10:18 +01:00
Jeroen Bakker
79f34447d6 Cleanup: CryptomatteLayer structure.
Current implementation was to restricting for future enhancements where
the CryptomatterLayer could be read from existing metadata.
2021-02-24 15:18:31 +01:00
Clément Foucault
32ca8e58a3 Workbench: Fix samples taken outside of pixel footprint
With the previous implementation, we could have pixels with offset larger
than 1 pixel.

Also fix a bug when the closest_index is not last. The sample positions
were incorrect in this case.
2021-02-24 11:37:03 +01:00
Clément Foucault
bb2af40ec7 Fix T85726 Workbench: Orthographic view is blurry
This was caused by the window_translate_m4 not offsetting the winmat in the
right direction for perspective view. Thus leading to incorrect weights.
The workbench sample weight computation was also inverted.

This fix will change the sampling pattern for EEVEE too (it will just
mirror it in perspective view).
2021-02-24 11:37:03 +01:00
Campbell Barton
d4c0c40015 Cleanup: spelling 2021-02-24 15:53:03 +11:00
Philipp Oeser
b123aadeee Fix T85895: Viewing value passes in Image Editor displays the value as alpha
There was a similar report prior to the introduction of the Image
Engine, see T74586.
This was fixed by rB6a5bd812b569 at that time, but got lost in the
refactor it seems.

Above commit introduced the `ED_space_image_get_display_channel_mask`
function that will determine
the valid bitflags for the display channel of a given ImBuf.

But since the refactor, this is not called anymore (`draw_image_main` is
not called anymore)
Now it seems we can safely reuse that said function
`ED_space_image_get_display_channel_mask` also for the Image Engine.

Maniphest Tasks: T85895

Differential Revision: https://developer.blender.org/D10510
2021-02-23 18:32:09 +01:00
Clément Foucault
d45a89ee44 Fix T85609 EEVEE: Viewport "vibrates" when mouse input is active
Taa offset was applied on first sample. This wasn't happening before
DOF refactor.

Also fixes T85618 Wireframe Displays Strangely in Eevee (Rendered,
material Preview)
2021-02-22 17:34:09 +01:00
Clément Foucault
cd1a083984 Fix T85720 EEVEE: Contact shadows do not appear when enabling SSR
Contact shadows needed correct `gl_FragCoord.z` but this is not
correctly set for fullscreen passes. Need to pass depth using a global
variable until we get rid of `cl_eval.tracing_depth`.
2021-02-22 17:34:09 +01:00
Clément Foucault
4dd782a1a3 Fix T85714 Crash when Viewport Rending an image using EEVEE.
Was caused by non initialized render_timesteps.
2021-02-21 01:52:57 +01:00
Clément Foucault
48167644b7 Fix T85603 EEVEE: Baking Indirect lighting crashes Blender
Was caused by non initialized render_timesteps.
2021-02-21 01:33:56 +01:00
Clément Foucault
ba43b4c04d Cleanup: EEVEE: Rename variable named sample because ...
.. it's a reserved keyword on GL > 4.0.
2021-02-21 01:33:56 +01:00
Clément Foucault
2ce4a403d9 Cleanup: EEVEE: Rename aperture to cone angle when it make sense
Aperture for a cone is 2 times the cone angle.
2021-02-21 01:33:56 +01:00
Clément Foucault
33b4a03ca9 Cleanup: EEVEE: Use P and vP instead of worldPosition and viewPosition
... for local variables.
2021-02-21 01:33:56 +01:00
Clément Foucault
d0959924ad Cleanup: EEVEE: Use P for world position instead of W
This removes the last places where this was not the case.

We follow cycles convention of P being for Postion.
2021-02-21 01:33:56 +01:00
Clément Foucault
1d51cb6be2 Cleanup: EEVEE: change cameraVec macro to cameraVec(P)
This makes is clearer and avoid having to setup worldPosition if
shader is not a material shader.
2021-02-21 01:33:56 +01:00
Clément Foucault
dee94afd03 EEVEE: Ambient Occlusion Node: Support inverted and distance parameters
This adds an approximation of inverted AO by reversing the max horizon
search (becoming a min horizon). The horizons are correctly clamped in
the reverse direction to the shading and geometric normals.

The arc integration is untouched as it seems to be symetrical.

The limitation of this technique is that since it is still screen-space
AO you don't get other hidden surfaces occlusion. This is more
problematic in the case of inverted AO than for normal AO but it's
better than no support AO.

Support of distance parameter was easy thanks to recent AO refactor.
2021-02-21 01:33:56 +01:00
Clément Foucault
6fa984a1af GPU: Add RGB10_A2 format support
Nice format to output high definition normals or normalized colors.
2021-02-21 01:33:56 +01:00
Clément Foucault
1a9fe57a9f EEVEE: Planar Reflections: Fix regression
Fix regression with roughness not masking reflections when not using
Screen Space raytracing.

The trick was to only evaluate one planar per pixel, the one with
the most influence. This should not be too limiting since this is what
we do for SSR.

Also change evaluation order do not apply occlusion on planars probes.
2021-02-21 01:33:56 +01:00
Clément Foucault
274d7b87fd Cleanup: EEVEE: Remove SSR variant with AO
AO is always on in this case.
2021-02-21 01:33:56 +01:00
Clément Foucault
64d96f68d6 EEVEE: Ambient Occlusion: Refactor
- Fix noise/banding artifact on distant geometry.
- Fix overshadowing on un-occluded surfaces at grazing angle producing "fresnel"
  like shadowing. Some of it still appears but this is caused to the low number
  of horizons per pixel.
- Improve performance by using a fixed number of samples and fixing the
  sampling area size. A better sampling pattern is planned to recover
  the lost precision on large AO radius.
- Improved normal reconstruction for the AO pass.
- Improve Bent Normal reconstruction resulting in less faceted look on
  smoothed geometry.
- Add Thickness heuristic to avoid overshadowing of thin objects.
  Factor is currently hardcoded.
- Add bent normal support to Glossy reflections.
- Change Glossy occlusion to give less light leaks from lightprobes.
  It can overshadow on smooth surface but this should be mitigated by
  using SSR.
- Use Bent Normal for rough Glossy surfaces.
- Occlusion is now correctly evaluated for each BSDF. However this does make
  everything slower. This is mitigated by the fact the search is a lot faster
  than before.
2021-02-21 01:33:56 +01:00
Campbell Barton
7bb2b910c0 Cleanup: doxygen sections 2021-02-20 15:35:00 +11:00
Antonio Vazquez
a346a7dd10 GPencil: Don't show only lines in draw mode
As now is possible to use multiframe in Draw mode, the option to display only lines must be disabled.
2021-02-19 18:00:34 +01:00
Antonio Vazquez
0d94695cc4 Fix T85745: Render grease pencil with time offset modifier fails
The problem was introduced fixing task T85035. 

As the frame was set again when render, if there was a time modifier, the frame was not remaped to the right frame number.
2021-02-19 16:18:36 +01:00
Antonio Vazquez
62b8c2a66a GPencil: Add missing edit lines in Multiframe mode
When edit using Onion skin, the edit line was missing.
2021-02-18 17:21:21 +01:00
Antonio Vazquez
bcb9e8e1a7 Fix T85769: Grease Pencil Fill option when drawing no longer works
The fill unclamped thickness value was not properly initialized for using with the new antialiasing.

The error was introduced in commit 09f7c93858
2021-02-18 16:16:02 +01:00
Antonio Vazquez
f521aa445d Merge branch 'blender-v2.92-release' 2021-02-18 15:36:32 +01:00
Antonio Vazquez
f1f8074b8d GPencil: Fix unreported broken use only lines in multiframe
This option was broken since the draw engine refactor and it was impossible to display only edit lines for multiframe mode.
2021-02-18 15:34:52 +01:00
Philipp Oeser
b166429fc9 Merge branch 'blender-v2.92-release' 2021-02-18 11:11:00 +01:00
Philipp Oeser
75580fa6a6 Fix flashing eevee render passes in viewport
Caused by rB85fe12071ad7.

When looking at a render pass in viewport and move the camera, there's a
"flash" effect in this AOVs test file:

{F9753476}

{F9753473}

The cause seems to be that taa_current_sample when rendering
(DRW_state_is_image_render()) is ok because it has been incremented in
EEVEE_temporal_sampling_draw but taa_current_sample is wrong when we are
not rendering.

D10375 by Ulysse Martin (youle) with clang format changes.

Reviewed By: jbakker, lichtwerk, also blessing from fclem

Differential Revision: https://developer.blender.org/D10375
2021-02-18 11:05:39 +01:00