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