Files
test2/tests/python/eevee_next_render_tests.py
Clément Foucault 303f91a09c EEVEE-Next: Add slab thickness and thickness from shadow options
Implement the design discussed in #120384.

This adds two parameters. One for changing the approximation
method, and another to use the thickness from shadow map.

We pack the former in the gbuffer by dividing the 16bits
used for thickness by two and use one bit to store the
method.

The thickness from shadow map is now decoupled from the
light evaluation shader. This makes it more performant and
compatible with ray-tracing. This commit also uses the
same biases as shadow mapping to avoid aliasing artifacts
(fix #119339).

This refactors the light evaluation quite a bit to
remove unused bits bits and make the whole transmission
light evaluation without too much complexity.

Pull Request: https://projects.blender.org/blender/blender/pulls/121171
2024-04-30 20:32:46 +02:00

185 lines
5.5 KiB
Python

#!/usr/bin/env python3
# SPDX-FileCopyrightText: 2015-2022 Blender Authors
#
# SPDX-License-Identifier: Apache-2.0
import argparse
import os
import pathlib
import subprocess
import sys
from pathlib import Path
def setup():
import bpy
for scene in bpy.data.scenes:
scene.render.engine = 'BLENDER_EEVEE_NEXT'
# Enable Eevee features
eevee = scene.eevee
# Overscan of 50 will doesn't offset the final image, and adds more information for screen based ray tracing.
eevee.use_overscan = True
eevee.overscan_size = 50.0
# Ambient Occlusion Pass
eevee.gtao_distance = 1
# Hair
scene.render.hair_type = 'STRIP'
# Volumetric
eevee.volumetric_tile_size = '2'
eevee.volumetric_start = 1.0
eevee.volumetric_end = 50.0
eevee.volumetric_samples = 128
eevee.use_volumetric_shadows = True
# Motion Blur
if scene.render.use_motion_blur:
eevee.motion_blur_steps = 10
# Ray-tracing
eevee.use_raytracing = True
eevee.ray_tracing_method = 'SCREEN'
ray_tracing = eevee.ray_tracing_options
ray_tracing.resolution_scale = "1"
ray_tracing.screen_trace_quality = 1.0
ray_tracing.screen_trace_thickness = 1.0
# Light-probes
eevee.gi_cubemap_resolution = '256'
# Only include the plane in probes
for ob in scene.objects:
if ob.name != 'Plane' and ob.type != 'LIGHT':
ob.hide_probe_volume = True
ob.hide_probe_sphere = True
ob.hide_probe_plane = True
# Counteract the versioning from legacy EEVEE. Should be changed per file at some point.
for mat_slot in ob.material_slots:
if mat_slot.material:
mat_slot.material.thickness_mode = 'SPHERE'
# Does not work in edit mode
if bpy.context.mode == 'OBJECT':
# Simple probe setup
bpy.ops.object.lightprobe_add(type='SPHERE', location=(0.0, 0.0, 1.0))
cubemap = bpy.context.selected_objects[0]
cubemap.scale = (5.0, 5.0, 2.0)
cubemap.data.falloff = 0.0
cubemap.data.clip_start = 0.8
cubemap.data.influence_distance = 1.2
bpy.ops.object.lightprobe_add(type='VOLUME', location=(0.0, 0.0, 2.0))
grid = bpy.context.selected_objects[0]
grid.scale = (8.0, 4.5, 4.5)
grid.data.grid_resolution_x = 32
grid.data.grid_resolution_y = 16
grid.data.grid_resolution_z = 8
grid.data.grid_bake_samples = 128
grid.data.grid_capture_world = True
grid.data.surfel_density = 10.0
# Make lighting smoother for most of the case.
grid.data.grid_dilation_threshold = 1.0
bpy.ops.object.lightprobe_cache_bake(subset='ACTIVE')
# When run from inside Blender, render and exit.
try:
import bpy
inside_blender = True
except ImportError:
inside_blender = False
if inside_blender:
try:
setup()
except Exception as e:
print(e)
sys.exit(1)
def get_gpu_device_type(blender):
# TODO: This always fails.
command = [
blender,
"--background",
"--factory-startup",
"--python",
str(pathlib.Path(__file__).parent / "gpu_info.py")
]
try:
completed_process = subprocess.run(command, stdout=subprocess.PIPE)
for line in completed_process.stdout.read_text():
if line.startswith("GPU_DEVICE_TYPE:"):
vendor = line.split(':')[1]
return vendor
except BaseException as e:
return None
return None
def get_arguments(filepath, output_filepath):
return [
"--background",
"--factory-startup",
"--enable-autoexec",
"--debug-memory",
"--debug-exit-on-error",
filepath,
"-E", "BLENDER_EEVEE_NEXT",
"-P",
os.path.realpath(__file__),
"-o", output_filepath,
"-F", "PNG",
"-f", "1"]
def create_argparse():
parser = argparse.ArgumentParser()
parser.add_argument("-blender", nargs="+")
parser.add_argument("-testdir", nargs=1)
parser.add_argument("-outdir", nargs=1)
parser.add_argument("-oiiotool", nargs=1)
parser.add_argument('--batch', default=False, action='store_true')
parser.add_argument('--fail-silently', default=False, action='store_true')
return parser
def main():
parser = create_argparse()
args = parser.parse_args()
blender = args.blender[0]
test_dir = args.testdir[0]
oiiotool = args.oiiotool[0]
output_dir = args.outdir[0]
gpu_device_type = get_gpu_device_type(blender)
reference_override_dir = None
if gpu_device_type == "AMD":
reference_override_dir = "eevee_next_renders/amd"
from modules import render_report
report = render_report.Report("Eevee Next", output_dir, oiiotool)
report.set_pixelated(True)
report.set_engine_name('eevee_next')
report.set_reference_dir("eevee_next_renders")
report.set_reference_override_dir(reference_override_dir)
report.set_compare_engine('cycles', 'CPU')
test_dir_name = Path(test_dir).name
if test_dir_name.startswith('image'):
report.set_fail_threshold(0.051)
ok = report.run(test_dir, blender, get_arguments, batch=args.batch, fail_silently=args.fail_silently)
sys.exit(not ok)
if not inside_blender and __name__ == "__main__":
main()