Adding structs was checking for duplicates
causing approx 75k string comparisons on startup.
While overall speedup is minimal,
Python access to `bpy.types` will now use a hash lookup
instead of a full linked list search.
See D2774
Changes for 2.8x to use EvaluationContext caused some confusion
- Would use scene layer passed from snap context.
- Would generate duplis from Main eval context.
- Would take context argument and use it to create another eval context.
Adding context args all over and filling in a new eval-context
for every ray-cast test isn't ideal either.
Remove the context argument since the purpose of
SnapObjectContext is to avoid this kind of confusion.
Store the EvaluationContext once and re-use.
This effectivly reduce firefly bleeding all over the place.
We still need the clamp in the resolve pass because the level 0 has not been clamped.
NOTE: I did not clamped each sample individually for performance BUT I did not profile it to know how much it cost.
This was surely cause by float overflow. Limit roughness in this case to limit the brdf intensity.
Also compute VH faster.
Add a sanitizer to the SSR pass for investigating where NANs come from. Play with the roughness until you see where the black pixel is / comes from.
We're adding some bias by default, which now I think is the right thing
to do from a usability point of view since you really need to use those
options anyway to get clean renders in a practical time.
Differential Revision: https://developer.blender.org/D2769
Adds thin/default/thick modes to add -1/0/1 to the auto detected line width,
while leaving the overall UI scale unchanged.
Also tweaks the default line width threshold, so thicker lines start from
slightly high UI scales.
Differential Revision: https://developer.blender.org/D2778
Group texture fetches to hide latency. 3.2ms -> 2.2ms (constant time improvement, not depending on scene complexity)
Could optimize further with textureGather (require OpenGL 4.0).
Theses Materials are rendered after the SSR pass.
The only difference with previous method is that they have a depth prepass (less overdraw) and are not sorted.
For the moment the only way to enable this is to:
- enable Screen Space REFLECTIONS.
- enable Screen Space Refraction in the SSR parameters.
- enable Screen Space Refraction in the material tab.
We track the previous ray position offseted by the thickness. If the sampled depth is between this value and the current ray position then we have a hit.
This fixes rays that are almost colinear with the view vector. Thickness is now only important for rays that are comming back to the camera.
As a consequence, this simplify a lot of things.
Also include some refactor.
Since we are working with non power of 2 textures, the mipmap level UV does not line up perfectly.
This resulted in skewed filtering and bad sampling of the min/max depth buffer.
We generate a 3D lut to precompute the btdf intensity.
I decided to use a 64*64*16 (N dot V, ior, roughness) because the btdf varies less with roughness than with IOR.
We also remap the ior to better use the space in the LUT.
*Changed categories of some keywords
*reordered some longer keywords that didn't appear
*Activated another color (reserved builtins) by Leonid
*added some HGPOV and UberPOV missing keywords
Patch by Maurice Raybaud (@mauriceraybaud). Thanks to Leonid for additions, feedback and Linux testing.
Related diffs: D2754 and D2755.
While not a regression, this is new feature and would be nice to have it
backported to final 2.79.
Bug introduced in recent ID copying refactor.
This commit basically sanitizes seq strip copying behavior, by making
destination scene pointer mandatory (and source one a const one).
Nothing then prevents you from using same pointer as source and
destination!