"End" in "Clip End" can be better translated to something like "Far"
in some languages. Using the "Camera" context even when it's not
specifically a camera clipping (also affects light probes).
Issue reported by Gorazd-Gorup.
Add Action + Action Slot selectors to various Property Editor tabs.
This follows the pattern established in
f917b60036.
Support for `CacheFile` data-blocks is not included here. That needs
some discussion, as currently its interface is part of the Modifier
stack (and thus implemented in C++ and not Python, and using a
different layout).
Since this PR is about adding to the Property Editor, some data-blocks
that have no representation there are thus excluded (like `Mask`).
Even when they could actually use an Action+Slot selector somewhere.
Pull Request: https://projects.blender.org/blender/blender/pulls/127074
Split `bpy.types.LightProbe` into specialized subclasses.
- Rename all grid_* to remove the prefix in the RNA and limit access to
volume probe.
- Parallax and other sphere probe only properties should be limited to
sphere probe.
- `visibility` properties are deprecated (to be removed in a future
Blender version)
Ref #113976
Pull Request: https://projects.blender.org/blender/blender/pulls/122353
* Rename "Type" to "Shape" in user interface. RDNA already used
the term Shape (Still need to push this from office)
* Show LightProbe overlay settings
* Rename "Cubemap" to "Sphere"
* Rename "Planar" to "Plane"
Pull Request: https://projects.blender.org/blender/blender/pulls/114406
* Add viewport display support for Sphere and Plane probes.
* Make all probe display options per object instead of per scene.
(Uses the already existing `LIGHTPROBE_FLAG_SHOW_DATA`
and adds a new `data_display_size ` property to the `LightProbe` DNA)
* Python `show_data` property has been deprecated and renamed to
`use_data_display` (`data_display_size ` has been exposed as well).
Pull Request: https://projects.blender.org/blender/blender/pulls/114176
I had to do a huge refactor in order to do this.
The way ReflectionProbe were referencing the UBO
data was conflicting with the way EEVEE-Next
object should behave.
So like light, shadow and irradiance grids, every
probe is synced with it's GPU data as base struct
and the data is just copied into the UBO
when using `set_view`.
To simplify many parts of the reflection probe
code, I isolated the atlas coordinate of a probe
to its own struct that can be easily copied.
Pull Request: https://projects.blender.org/blender/blender/pulls/113518
Update to the new naming convention for `Light Probes`:
`Reflection Cubemap` -> `Sphere`
`Reflection Plane` -> `Plane`
`Irradiance Grid` -> `Volume`
Note that this breaks the Python API (`bpy.types.LightProbe.type`).
Pull Request: https://projects.blender.org/blender/blender/pulls/113452
This PR reuses the scene specific reflection probe resolution for all
reflection light probes in the scene. The target is to have a automatic
detection for the resolution. But as long as we don't have a mechanism
for detection it is better to not introduce a new UI element that will
be removed within the foreseen future.
This setting is currently used by EEVEE and EEVEE-Next. EEVEE supports
resolutions upto 4096px. This will be clamped to 2048 when using
EEVEE-Next.
The motivation for this is that EEVEE-Next will soon replace
EEVEE and 4096 can then be removed from the choices that the user can
made. Adding as separate option could need synchronization, and that
option would also be temporary as it will be removed by the resolution
detection mechanism.
Pull Request: https://projects.blender.org/blender/blender/pulls/113491
This traces planar lightprobe captures just like
the screen-space tracing does.
This is implemented as a separate shader that
loads the ray before the screen trace and
check if it can be traced against any available
planar probe. If it does it marks the ray as
traced (negative pdf) so that the screen tracing
pass does not override the result or try to
trace it.
Pull Request: https://projects.blender.org/blender/blender/pulls/113453
This PR is contains the initial capture pipeline for planar probes.
It requires work to generate the correct view to capture and to include
the result during ray tracing. These will be developed in a separate PR.
This PR detects if a planar probe is active in the scene. If this is
the case the planar probe pipeline will be activated. During rendering
this is done by querying the depsgraph, during viewport drawing this
is done during sync. If an planar probe is detected and the pipeline
wasn't activated. The pipeline will be activated and the sampling
will be reset to ensure the pipeline is filled with all objects.
Per object the user can set the visibility of the object in planar
reflections.

For a reflection plane the resolution and clipping offset can be set.
EDIT: Resolution option was removed because too complex to
implement with the little time we have at the moment.

Related to #112966
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113203
Implement a clip distance to irradiance grids, so surfaces farther than
the threshold don't generate surfels.
Align the capture view matrix to the probe rotation.
Pull Request: https://projects.blender.org/blender/blender/pulls/112863
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
This allows irradiance volume that have less priority to
transfer lighting to the ones with higher priority.
Meaning interactive relighting from the world or
lookdev HDRI is now supported if the world isn't baked
inside the volume data.
This should improve workflow with larger scenes and
interactivity with light setups.
To help setup with dynamic objects, this patch introduce
3 new parameter to remove some components from the
irradiance grids.
Pull Request: https://projects.blender.org/blender/blender/pulls/110838
Implement capture point bias. This offsets the capture
points to reduce the amount bad capture locations (i.e.:
inside objects, near walls etc...).
Two new parameters are added:
- Capture Surface Bias: Ensure a minimum distance between
capture points and surrounding geometry. This is expressed as the
relative distance between two capture point. Requires re-bake
to take effect.
- Capture Escape Bias: Moves capture points enclosed inside
objects above the nearest surface. This bias defines how far a
capture point can be moved for escaping the object. This is
expressed as the relative distance between two capture point.
Requires re-bake to take effect.
This is called virtual offset in the reference material.
A quick prepass runs before the baking to offset the samples away
from any surface that could potentially make bad samples.
In order to speedup the process, we create cluster list of surfels
near each irradiance grid point. This allow access to neighboring
surfels that can contribute to the virtual offset which should
never be more than half a cell wide.
Pull Request: https://projects.blender.org/blender/blender/pulls/110355
Implement invalid sample points filling. Improves invalid regions
but introduce light leak.
Grid sample points are considered invalid if they have a ratio of
front-face ray hit under the given threshold. This is a post-processing
pass on the baked lighting that fills dark regions produced by
invalid sample location (e.g.: inside walls) with valid neighbor
samples data.
Two new parameters are added:
- Dilation Threshold: Validity threshold under which grid samples are
considered invalid. Invalid samples will gather valid lighting data
from valid neighbors inside the dilation radius.
- Dilation Radius: Radius of the dilation process. Expressed in grid
sample distance.
The validity of each point is progressively refined just like the
lighting data during the baking process.
The dilation process is implemented as a post-processing pass during
the loading of the grid data into the irradiance atlas. This allows
live tweaking the dilation parameters.
Pull Request: https://projects.blender.org/blender/blender/pulls/110386
This replaces the trilinear interpolation with manually
placed samples to avoid most light leak.
Add two new parameters to bias the sampling position:
- Normal bias
- View bias
Move the irradiance smoothing parameter per grid.
Pull Request: https://projects.blender.org/blender/blender/pulls/110312
This PR introduces baking reflective light from light probes. Light probes
are baked on the fly when the light probe data has changed. It doesn't update
directly when other scene data is changed in the viewport.
When doing image rendering the light probes are updated on each frame.
Currently the world probe and closest reflection probe are composited
together in shader. This allows different resolutions. We expect that we
eventually composite it before usage. This would improve the performance.
Unclear if we would support both compositing options eventually.
Pull Request: https://projects.blender.org/blender/blender/pulls/109909
All probes (including the world background probe) are stored in a single texture. Each probe
can be of any resolution as long as it is a power of 2 and not larger than 2048. So valid options
are (2048x2048, 1024x1024, 512x512, etc).
Each probe can be stored in their own resolution and can be set by the user.
> NOTE: Eventually we would like to add automatic resolution selection.
The probes are packed in an 2d texture array with the dimension of 2048*2048. The number of
layers depends on the actual needed layers. If more layers are needed the texture will be recreated.
This can happen when a new reflection probe is added, or an existing reflection probe is made visible
to the scene or its resolution is changed.
### Octahedral mapping
Probes are rendered into a cubemap. To reduce memory needs and improve sampling performance the cubemap
is stored in octahedral mapping space. This is done in `eevee_reflection_probe_remap_comp.glsl`.
The regular octahedral mapping has been extended to fix leakages at the edges of the texture
and to be able to be used on an atlas texture and by sampling the texture once.
To reduce sampling cost and improve the quality we add an border around the
octahedral map and extend the octahedral coordinates. This also allows us to
generate lower resolution mipmaps of the atlas texture using 2x2 box filtering
from a higher resolution.
### Subdivisions and areas
Probes data are stored besides the texture. The data is used to find out where the probe is stored
in the texture. It is also used to find free space to store new probes.
This approach ensures that we can be flexible at storing probes with different
resolutions on the same layer. Lets see an example how that works
Code-wise this is implemented by `ProbeLocationFinder`. ProbeLocationFinder can view a texture in a
given subdivision level and mark areas that are covered by probes. When finding a free spot it returns
the first empty area.
**Notes**
* Currently the cubemap is rendered with a fixed resolution and mipmaps are generated in order to
increase the quality of the atlas. Eventually we should use dynamic resolution and no mipmaps.
This will be done as part of the light probe baking change.
Pull Request: https://projects.blender.org/blender/blender/pulls/109688
This commit implements described in the #104573.
The goal is to fix the confusion of the submodule hashes change, which are not
ideal for any of the supported git-module configuration (they are either always
visible causing confusion, or silently staged and committed, also causing
confusion).
This commit replaces submodules with a checkout of addons and addons_contrib,
covered by the .gitignore, and locale and developer tools are moved to the
main repository.
This also changes the paths:
- /release/scripts are moved to the /scripts
- /source/tools are moved to the /tools
- /release/datafiles/locale is moved to /locale
This is done to avoid conflicts when using bisect, and also allow buildbot to
automatically "recover" wgen building older or newer branches/patches.
Running `make update` will initialize the local checkout to the changed
repository configuration.
Another aspect of the change is that the make update will support Github style
of remote organization (origin remote pointing to thy fork, upstream remote
pointing to the upstream blender/blender.git).
Pull Request #104755