When render border is active the default framebuffer view is changed
and results to rendering the HDRI previews inside the render border
and not in the bottom right corner of the 3d viewport.
This PR fixes it by resetting the viewport when drawing the HDRI
previews.
Also tried to pass the DRW default view during submission, but that
didn't fixed the issue.
Pull Request: https://projects.blender.org/blender/blender/pulls/124402
Uses the OpenXR extension XR_FB_PASSTHROUGH_EXTENSION_NAME,
compatible mainly with the Meta Quest family of devices.
Currently, passthrough support over OpenXR is disabled by default
in the Quest Link app, and must be manually enabled in its settings
to use this feature.
The performance of the passthrough render varies with the quality
of the connection between the headset and the PC. For better results,
connecting the headset directly through USB to the PC, or at least
connecting the PC to the local network over ethernet, is recommended.
Thanks a lot to [KISKA](https://kiska.com/)
for their support in the development of this feature.
Pull Request: https://projects.blender.org/blender/blender/pulls/124204
Border pixels of the world probe were not
copied correctly to local sphere probes.
Maybe side effect of #123074 or maybe it was
always broken.
Fix is to use the same sampling functions as
regular sampling for biasing the UVs correctly.
Fixes render tests.
Viewport instances created by the Viewport Render Animation operator
don't get `view_updated` notifications.
Fix update detection by implementing a `last_update` timestamp for
`World`, similar to the ones added in #115196.
Pull Request: https://projects.blender.org/blender/blender/pulls/124114
Rename "Animation data-block" to "Action" or "Layered Action", where
appropriate. Some uses of the term actually refer to the `AnimData`
struct, in which case they were left as-is.
No real functional changes, just changing some messages & descriptions.
Pull Request: https://projects.blender.org/blender/blender/pulls/124170
EEVEE Raytracing on Intel Arc wasn't working as there were no rays
generated. The reason was that the raytract tile compact shader
didn't set count the correct tiles it needed due to atomic operations
that were initialized without atomic.
This PR solves the issue by using atomic operations to initialize
the counts. We also tried memory barriers but that didn't fix the
problem.
Other shaders were also tested if they have this issue, but they were
setup in a specific shader or where done using a race condition (SSS) which
is working.
Pull Request: https://projects.blender.org/blender/blender/pulls/124213
With the latest fixes of #124061, the `pipelines.volume.is_enabled`
predicate is now obsolete.
Replace it by `!current_objects_.is_empty()`.
Fixes#124159
This commit does multiple things:
- It checks `is_behind_occluder` in all non-extrapolated
cases. This avoid false positive hit caused by tracing
basis X axis being almost parallel to the light.
- It checks time only on the last sample. This avoid
light leaking when the ray poke through some solid
objects because of raymarching steps.
- Add bias to `is_behind_occluder` to avoid
precision issues when ray is parallel to the light
direction.
This reduces noisy area lights but there are still issue
very close to them.
Fixes#123588
The issue was that the wire width was not passed to the shader
when the object was of type curve.
This resulted in the bone wire thicker than expected and
not responding to the parameter.
Pull Request: https://projects.blender.org/blender/blender/pulls/124053
This was caused by the effective radius of some
components were below the first sample radius.
This meant that the accumulation resulted in zero
weight for these components.
This patch introduce a minimum radius that can
be represented depending on the sample closest
to the center pixel. This makes sure that we
have at least one sample that will have
non-zero weight.
Fix#124031
The `sample_disk` returns samples inside a disk of radius 1
which was spanning 2 pixels. The blackmann-haris filter has
not much energy at the edge of the filter and since we
don't importance sample the filter, we have very low weight
samples at some time steps. Improve this by biasing the
distribution towards the center.
This is a temporary solution until we have proper importance
sample of the filtering function for this case.
Fix#123630
The sample distribution was biased toward 0, which
created sharper details than expected.
However the downside is that the subsurface is now
more jittery because of the low amount of samples.
This was caused by the light culling system not
allocating enough tiles to cover the sphere lightprobe
render target.
Taking the max size between the lightprobe target and
the film fixes the issue.
Fixes#117444
This was caused by the denoiser of the slight out of focus
pass having too much influence at low CoC values.
Making the transition start at 0.5 fixes the issue.
Fixes#123822
This happened in scenes with high light count and
with some local light being culled.
The culled lights indices would still be processed
and load undefined data. This undefined data
might be interpreted as a sunlight and go into
the cascade setup loop with an undefined number
of levels.
This created loops of 1 billion iteration per thread
which triggered the TDR on windows.
The fix is to skip the culled light indices.
Fixes#123413Fixes#123190