Commit graph

103 commits

Author SHA1 Message Date
Guillermo Venegas
bad8871dc5 UI: Add UILayout::property_split_factor static value
This adds the `UILayout::property_split_factor` property which contains
the split factor used in the layout system, and avoids to use the this
as raw value all over the place.

Pull Request: https://projects.blender.org/blender/blender/pulls/163393
2026-09-09 00:27:44 +02:00
Damien Picard
fa663e3b59 I18n: Translate color management using a new translation context
Many UI messages are extracted from the OpenColorIO config, including
color spaces and families, displays, views, view transforms, and
looks.

The risk of a translation collision between these data and other
messages is quite high, especially if using an OCIO config other than
the built-in one.

This commit changes extraction and translation so that all these
strings are translated with the new "Color Management" translation
context. It does not reuse the existing "Color" context, in the
unlikely event of a collision with other color-related stuff in the
UI.

Suggested by Bastien Montagne while reviewing !160883.

Pull Request: https://projects.blender.org/blender/blender/pulls/161053
2026-08-10 19:03:11 +02:00
Christoph Neuhauser
7fd3fbea46 EEVEE: Add render time limit option
A `time_limit` option analogous to that offered by Cycles is added to
EEVEE. Like for Cycles, it is disabled when set to zero.
Furthermore, info logging of the rendered samples and the render time
is added.

Pull Request: https://projects.blender.org/blender/blender/pulls/160169
2026-08-05 11:44:55 +02:00
Pablo Vazquez
0e5263ff5b UI: Replace use of Info, Warning, and Error icons
Instead of reusing `ERROR` for both warnings and errors, and the Info
Editor icon for "info" label comments, use the new icons from !161002.

* Use `STATUS_WARNING` when the code refers to simple warnings, the
  feature might still work.
* Use `STATUS_ERROR` when the code refers to incompatibility, broken
  functionality, general errors.
* Use `STATUS_INFO` for every info label. Keep `INFO` for the editor.
* Sometimes `WARNING_LARGE` was used, that should only be used for
  dialogs. Use the regular warning instead, it looks almost the same.
* When extra contrast is needed, the filled version is used.

Mostly no big visual changes, other than warnings that were meant as
actual errors using the proper icon now.

See !161038 for details and screenshots.

Pull Request: https://projects.blender.org/blender/blender/pulls/161038
2026-07-05 14:27:56 +02:00
Clément Foucault
3b511a64ea EEVEE: Better screen space thickness heuristic
This improves the thickness heuristic of Screen Space
Raytracing, Fast GI, AO, and Raycast Node.

It changes the behavior of the thickness sliders, likely
changing the look of existing scene.

The Fast GI Approximation > Far Thickness is removed.

See Pull Request for more details.

Pull Request: https://projects.blender.org/blender/blender/pulls/157763
2026-05-06 16:47:00 +02:00
Clément Foucault
42a6cd5920 EEVEE: Add ray backface hit behavior option
This is a scene wide option to choose backface hit behavior
for screen tracing. This allows more control of the look
of the Global Illumination.

Backface hits are defined as hitting the camera facing
geometry from behind.

The option is a slider that allows to reuse part of the
front-face radiance as backface indirect lighting
contribution.

Not considering rays hitting backfaces as "missed" ray
most of the light leaking that can happen when using
Screen Space Global Illumination.

The option can be turned off all-together using the checkbox
for compatibility reasons. Turning it off will recover the
same "ray fail" behavior of the previous version.

Note that this patch modifies what is treated as a backface hit.
The previous definition could return true on ray going away
from the viewer, which was incorrect. This fixes small patches
of missing hits next to depth discontinuities. This is why
one test needed to be updated.

Pull Request: https://projects.blender.org/blender/blender/pulls/157803
2026-05-05 12:15:36 +02:00
Clément Foucault
3dfe136e39 UI: Make EEVEE denoise option more compact
Suggested by @pablovazquez.
2026-05-05 12:03:51 +02:00
Campbell Barton
2030e7cade Cleanup: lazily import gpu
Ref !157768
2026-04-24 04:59:15 +00:00
Richard Antalik
eb164a4547 Fix #157720: Misleading HDR not supported message
When user changes backend to OpenGL while having HDR display selected,
"HDR display not supported" message is displayed, which may lead to
unnecessary debugging of this issue.

In case of #157720, the backend was changed presumably when user saved
factory settings and did not realize that backend would be changed.

Pull Request: https://projects.blender.org/blender/blender/pulls/157729
2026-04-24 04:33:06 +02:00
Mark Boorer
8c7a68013d UI: Color Management: Organize color spaces into menus
Use the family and description for the OpenColorIO config to organize
colorspaces into hierarchical menus, rather than having a long list.

The code is provided following the Corporate Contributor License
Agreement signed between Stichting Blender Foundation and
Lucasfilm Entertainment Company Ltd. LLC.

Resolves #112568

Co-authored-by: Brecht Van Lommel <brecht@blender.org>

Pull Request: https://projects.blender.org/blender/blender/pulls/151678
2026-03-09 12:36:11 +01:00
Jeroen Bakker
69aa93bb55 EEVEE: Anisotropic filtering
This PR adds a render engine specific quality setting for anisotropic
filtering. The User preference option is still used in other places
(Clip editor, sampling, ...).

The implementation generates all sampler permutation and select the one
that is needed on a per case base. When building the GPU material from
the shader graph anisotropic filtering can be requested by setting the
`GPU_SAMPLER_FILTERING_ANISOTROPIC_ENABLE` flag. When generating the
draw pass for the material, the sampler is being updated to match
`scene.render.anisotropic_filter`.

Pull Request: https://projects.blender.org/blender/blender/pulls/155111
2026-03-09 10:27:38 +01:00
Treata11
7c44fae9d4 EEVEE: Add light path intensity controls
#### This patch adds **Direct** and **Indirect Light intensity controls** to **EEVEE**.

The new controls allow artists to scale the contribution of **direct** and **indirect**
lighting paths independently, without modifying the underlying lighting algorithms,
sampling, or ray tracing settings.

Both controls default to `1.0`, resulting in **no visual change** for existing files.

### Design Rationale

This feature is intentionally narrow in scope and exists to address cases that cannot
be handled correctly or efficiently using render passes or the compositor.

A compositor-based solution is currently not viable because Direct and Indirect light
passes **do not yet exist**, and when they do, they will not support **blended materials**.
This would create discrepancies between **dithered** and **blended** materials.

Using render passes for this purpose would also require additional accumulation passes
and buffers, would not be compatible with `TAA`, and would be disproportionate to a simple
scalar operation. For these reasons, the controls are implemented directly in the EEVEE
lighting pipeline.

The scaling is applied after clamping to preserve firefly suppression behavior and to
match the **behavior** of a **post-lighting compositing** adjustment.

### Intended Use

In spirit, this is similar to *Light Probe intensity* and is useful for:
- Large-scale environments where lighting balance needs adjustment
- Scenes requiring stronger or weaker indirect illumination
- Balancing direct vs indirect contribution without reauthoring lights
- HDR and color grading workflows

The controls do **not** alter ray depth, sampling, accumulation, or performance
characteristics, and apply uniformly across the EEVEE lighting paths.

Pull Request: https://projects.blender.org/blender/blender/pulls/153340
2026-02-04 02:36:14 +01:00
Damien Picard
8abd92caf0 I18n: Translate file working colorspace operator menu in properties
The items in this operator menu are extracted using the default
translation context, so this commit changes the UI to use the same
context.
2025-09-29 11:07:03 +02:00
Brecht Van Lommel
fff8d35e3f Color Management: Add option to control display emulation
In Render properties > Color Management > Display.

* Off: Directly output image as produced by OpenColorIO. This is not correct
  in general, but may be used when the system configuration and actual display
  device is known to match the chosen display.
* Automatic: Display images consistent with most other applications, to preview
  images and video for export. A best effort is made to emulate the chosen
  display on the actual display device.

The option is grayed out when the current OpenColorIO config and display/view
does not support emulation.

Ref #145022, #144911

Pull Request: https://projects.blender.org/blender/blender/pulls/146808
2025-09-26 17:05:18 +02:00
Brecht Van Lommel
6a083a5464 Color Management: Add working color space for blend files
* Store scene linear to XYZ conversion matrix in each blend file, along
  with the colorspace name. The matrix is the source of truth. The name
  is currently only used for error logging about unknown color spaces.
* Add Working Space option in color management panel, to change the
  working space for the entire blend file. Changing this will pop up
  a dialog, with a default enabled option to convert all colors in
  the blend file to the new working space. Note this is necessarily only
  an approximation.
* Link and append automatically converts to the color space of the main
  open blend file.
* There is builtin support for Rec.709, Rec.2020 and ACEScg working spaces,
  in addition to the working space of custom OpenColorIO configs.
* Undo of working space for linked datablocks isn't quite correct when going
  to a smaller gamut working space. This can be fixed by reloading the file
  so the linked datablocks are reloaded.

Compatibility with blend files saved with a custom OpenColorIO config
is tricky, as we can not detect this.

* We assume that if the blend file has no information about the scene
  linear color space, it is the default one from the active OCIO config.
  And the same for any blend files linked or appended. This is effectively
  the same behavior as before.
* Now that there is a warning when color spaces are missing, it is more
  likely that a user will notice something is wrong and only save the
  blend file with the correct config active.
* As no automatic working space conversion happens on file load, there is
  an opportunity to correct things by changing the working space with
  "Convert Colors" disabled. This can also be scripted for all blend files
  in a project.

Ref #144911

Pull Request: https://projects.blender.org/blender/blender/pulls/145476
2025-09-05 19:04:47 +02:00
Brecht Van Lommel
20a19c7aa4 Vulkan: Tweaks to improve HDR display on Windows
* Improve accuracy of warning when HDR display is not supported, taking into
  account HDR mode on/off on Windows.
* When HDR mode is disabled on Windows, don't create a HDR swapchain. This
  saves memory, and avoids a color difference on NVIDIA. That's because NVIDIA
  is the only GPU we've tested that allows a HDR swapchain when HDR mode is
  off, and we don't currently know the expected transforms for that case.
* Recreate swapchain when HDR mode on/off switch is detected.
* Update HDR info when window gains focus.

Note this means there is no wide gamut when Windows HDR is off, but it was
already not working. For that we may need to add support for something like
10bit VK_COLOR_SPACE_DISPLAY_P3_NONLINEAR_EXT, or whatever is commonly
available outside of HDR mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/144959
2025-08-28 11:03:24 +02:00
Clément Foucault
ba4589e894 DRW: New Curve Drawing
Implementation of the design task #142969.

This adds the following:
- Exact GPU interpolation of curves of all types.
- Radius attribute support.
- Cyclic curve support.
- Resolution attribute support.
- New Cylinder hair shape type.
![image.png](/attachments/a8e7aea0-b0e5-4694-b660-89fb3df1ddcd)

What changed:
- EEVEE doesn't compute random normals for strand hairs anymore. These are considered legacy now.
- EEVEE now have an internal shadow bias to avoid self shadowing on hair.
- Workbench Curves Strip display option is no longer flat and has better shading.
- Legacy Hair particle system evaluates radius at control points before applying additional subdivision. This now matches Cycles.
- Color Attribute Node without a name do not fetch the active color attribute anymore. This now matches Cycles.

Notes:
- This is not 100% matching the CPU implementation for interpolation (see the epsilons in the tests).
- Legacy Hair Particle points is now stored in local space after interpolation.

The new cylinder shape allows for more correct hair shading in workbench and better intersection in EEVEE.

|      | Strand | Strip | Cylinder |
| ---- | --- | --- | --- |
| Main | ![main_strand.png](/attachments/67d3b792-962c-4272-a92c-1c0c7c6cf8de) | ![main_strip.png](/attachments/f2aa3575-368e-4fbb-b888-74df845918f1) | N/A |
| PR   | ![pr_strand.png](/attachments/cc012483-25f0-491f-a06e-ad3029981d47) | ![pr_strip.png](/attachments/73fa2f5c-5252-4b30-a334-e935ed0fb938) | ![pr_cylinder.png](/attachments/3133b2d4-a6f2-41ee-8e2d-f6fd00db0c8d) |

|      | Strand | Strip | Cylinder |
| ---- | --- | --- | --- |
| Main | ![main_strand_closeup.png](/attachments/730bd79c-6762-446d-819b-3ea47961ff9f) |![main_strip_closeup.png](/attachments/d9ace578-cfeb-4895-9896-3625b6ad7a02) | N/A |
| PR   | ![pr_strand_closeup.png](/attachments/ac8f3b0c-6ef6-4d54-b714-6322f9865036)|![pr_strip_closeup.png](/attachments/8504711a-955b-4ab2-aa3d-c2d114baf9d4)| ![pr_cylinder_closeup.png](/attachments/1e2899a8-0a5c-431f-ac6c-5184d87e9598) |

Cyclic Curve, Mixed curve type, and proper radius support:
![image.png](/attachments/7f0bf05e-62ee-4ae9-aef9-a5599249b8d7)

Test file for attribute lookup: [test_attribute_lookup.blend](/attachments/1d54dd06-379b-4480-a1c5-96adc1953f77)

Follow Up Tasks:
- Correct full tube segments orientation based on tangent and normal attributes
- Correct V resolution property per object
- More attribute type support (currently only color)

TODO:
- [x] Attribute Loading Changes
  - [x] Generic Attributes
  - [x] Length Attribute
  - [x] Intercept Attribute
  - [x] Original Coordinate Attribute
- [x] Cyclic Curves
- [x] Legacy Hair Particle conversion
  - [x] Attribute Loading
  - [x] Additional Subdivision
- [x] Move some function to generic headers (VertBuf, OffsetIndices)
- [x] Fix default UV/Color attribute assignment

Pull Request: https://projects.blender.org/blender/blender/pulls/143180
2025-08-27 09:49:43 +02:00
Brecht Van Lommel
b0d52c528b Color Management: Remove "High Dynamic Range" setting
This was a temporary solution until we had proper HDR displays.

* Auto detect from the display + view transform if they are HDR, and
  enable it automatically. This is based on encoding hdr-video in the config.
* If a HDR transform is selected and there is no HDR display support, an
  info message will be shown in the color management panel.
* It is now possible to view HDR images in the image editor, without
  needing to use "View as Render".
* There is no versioning to switch to a HDR display, because that also
  affects image saving. So users will have to manually select the
  "Rec.2100 PQ" display to see HDR colors again.

Ref #144911

Pull Request: https://projects.blender.org/blender/blender/pulls/144565
2025-08-21 15:25:06 +02:00
Clément Foucault
4fe75da973 EEVEE: Remove all remaining reference of EEVEE next
This changes the engine identifier back to `BLENDER_EEVEE`.

We keep the `BLENDER_EEVEE_NEXT` identifier around for
versioning reasons (have to detect when it is the active
engine of a older file).

This also rename a bunch of pannels that were using `next`
in their name.

This is a breaking change for Addons compatibility.

Pull Request: https://projects.blender.org/blender/blender/pulls/140282
2025-06-13 12:36:14 +02:00
Falk David
f7a0003452 Grease Pencil: Motion Blur support
This adds motion blur support for Grease Pencil.

We follow the same principle form EEVEE and use the existing
`antialiasing_accumulate` (SSAA) function to accumulate the
frames in range of the motion blur over time.

There is a new `motion_blur_steps` setting in the Grease
Pencil render settings to control the accuracy of the motion
blur. This will increase the render time.

Limitations:
* When Grease Pencil is composited into the scene, we only do
  it for one the current frame and don't take the motion blur into
  account. This will lead to hard edges currently.
* There is no viewport motion blur. This would need an entirely
  new technique that can be computed in real-time.

Pull Request: https://projects.blender.org/blender/blender/pulls/139840
2025-06-09 15:44:53 +02:00
Aaron Carlisle
6329e00cd1 UI: Improvements to shading layout
Improve labels and UI consistency.

- Update color labels: Object, Wireframe, Background
- Rename 'Single' shading color to 'Custom'. Move to the end.
- Rename 'Viewport' color to 'Custom' for consistency.
- Fix alignment of Object Color item labels

Pull Request: https://projects.blender.org/blender/blender/pulls/137408
2025-05-14 16:24:51 +02:00
Omar Emara
56b0b709ea Compositor: Support GPU OIDN denoising
This patch supports GPU OIDN denoising in the compositor. A new
compositor performance option was added to allow choosing between CPU,
GPU, and Auto device selection. Auto will use whatever the compositor is
using for execution.

The code is two folds, first, denoising code was adapted to use buffers
as opposed to passing in pointers to filters directly, this is needed to
support GPU devices. Second, device creation is now a bit more involved,
it tries to choose the device is being used by the compositor for
execution.

Matching GPU devices is done by choosing the OIDN device that matches
the UUID or LUID of the active GPU platform. We need both UUID and LUID
because not all platforms support both. UUID is supported on all
platforms except MacOS Metal, while LUID is only supported on Window and
MacOS metal.

If there is no active GPU device or matching is unsuccessful, we let
OIDN choose the best device, which is typically the fastest.

To support this case, UUID and LUID identifiers were added to the
GPUPlatformGlobal and are initialized by the GPU backend if supported.
OpenGL now requires GL_EXT_memory_object and GL_EXT_memory_object_win32
to support this use case, but it should function without it.

Pull Request: https://projects.blender.org/blender/blender/pulls/136660
2025-04-04 11:17:08 +02:00
Clément Foucault
299a581b1b Grease Pencil: Accumulation Anti-aliasing
This adds a new more accurate antialiasing to the Grease Pencil
render engine. This is only available for render.

This Accumulation AA doesn't replace the SMAA. SMAA is still
used by the viewport and for removing aliasing from the
depth buffer. However, using both at the same time can lead
to overblurred result.

Here are some measurements for how much the render time
increases compared to the baseline with different (SSAA) sample
counts (using an example production file, rendered at 1080p,
results might vary depending on the scene complexity):
* 8 samples: +0.14 s
* 16 samples +0.36 s
* 32 samples: +0.58 s

Co-authored-by: Falk David <falk@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/136551
2025-04-03 16:52:05 +02:00
Nika Kutsniashvili
e35582b73c Fix #135346: Cavity missing from Workbench render properties
Commit 9627bdfab3 moved Cavity properties to a new panel, but forgot to
include it in Workbench render properties as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/135504
2025-03-05 11:45:00 +01:00
Campbell Barton
84c9e6e655 Cleanup: use single quotes for enums 2025-01-21 23:50:17 +11:00
Campbell Barton
be0c9174aa Cleanup: argument wrapping for Python scripts
- Wrap the closing parenthesis onto it's own line
  which makes assignments to the return value
  read better.
- Reduce right-shift with multi-line function calls.
2025-01-14 12:53:32 +11:00
Omar Emara
e52bbae2bf Compositor: Only show precision for GPU device
The compositor precision option only matters for GPU device, so hide it
when in CPU mode.

Pull Request: https://projects.blender.org/blender/blender/pulls/132680
2025-01-08 07:41:48 +01:00
Campbell Barton
7481355397 Cleanup: scripts, unused variables & re-declaring built-ins 2025-01-02 15:11:15 +11:00
Alaska
8efd41271d Compositor: Add OIDN Quality to denoise node
This commit exposes the "Quality" option of the Open Image Denoiser
to the user for the denoise node in the compositor.

There are a few quality modes:
- High - Highest quality, but takes the longest to process.
- Balanced - Slightly lower quality, but usually halves
the processing time compared to High.
- Fast - Further reduce the quality, for a small increase in
speed over Balanced.

Along with that there is a `Follow Scene` option which will use the
quality set in the scene settings.

This allows users that have multiple denoise nodes
(E.g. For multi-pass denoising), to quickly switch all nodes between
different quality modes.

Performance (denoising time):
High: 13 seconds
Balanced: 6 seconds
Fast: 5 seconds

Test setup:
CPU: AMD Ryzen 9 5950X
Denoising a 3840x2160 render

---

Follow ups:
Ideally the "Denoise Nodes" UI panel in the render properties panel
would be hidden if the compositor setup does not contain any
denoise nodes.

However implementing this efficiently can be difficult and so it was
decided this task was outside the scope of this commit.

Pull Request: https://projects.blender.org/blender/blender/pulls/130252
2024-12-28 01:44:49 +01:00
Campbell Barton
d9b7359609 Cleanup: remove unused engines Game & Clay 2024-10-30 13:20:45 +11:00
Campbell Barton
8960285921 Cleanup: remove BLENDER_EEVEE from Blender's panels 2024-10-30 13:20:01 +11:00
Campbell Barton
e10b0b3449 Cleanup: remove unused EEVEE panels
Besides being unused, some contained errors and would not have worked
if used.
2024-10-30 13:19:59 +11:00
Campbell Barton
a9dee36974 Cleanup: remove unused variables, imports 2024-09-27 23:37:18 +10:00
Pablo Vazquez
000d34c398 EEVEE: Add toggle for Fast GI Approximation
Add a toggle for Fast GI Approximation in the header of the panel,
following Cycles layout.

Move the `Max Roughness` setting inside the panel, and rename to
Threshold.

Since Fast GI Approximation only has any effect when Threshold/
Max Roughness is below the max (1.0), gray out the rest of the
panel when at that value.

Co-authored-by: Clément FOUCAULT <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/125452
2024-08-06 14:28:56 +02:00
Campbell Barton
dc74a98b9e Cleanup: remove unused imports 2024-07-23 15:58:21 +10:00
Lukas Stockner
6967255906 Color management: Support white balance as part of the display transform
This implements a von-Kries-style chromatic adaption using the Bradford matrix.
The adaption is performed in scene linear space in the OCIO GLSL shader, with
the matrix being computed on the host.

The parameters specify the white point of the input, which is to be mapped to
the white point of the scene linear space. The main parameter is temperature,
specified in Kelvin, which defines the blackbody spectrum that is used as the
input white point. Additionally, a tint parameter can be used to shift the
white point away from pure blackbody spectra (e.g. to match a D illuminant).

The defaults are set to match D65 so there is no immediate color shift when
enabling the option. Tint = 10 is needed since the D-series illuminants aren't
perfect blackbody emitters.

As an alternative to manually specifying the values, there's also a color
picker. When a color is selected, temperature and tint are set such that this
color ends up being balanced to white.
This only works if the color is close enough to a blackbody emitter -
specifically, for tint values within +-150. Beyond this, there can be ambiguity
in the representation.
Currently, in this case, the input is just ignored and temperature/tint aren't
changed. Ideally, we'd eventually give UI feedback for this.

Presets are supported, and all the CIE standard illuminants are included.

One part that I'm not quite happy with is that the tint parameter starts to
give weird results at moderate values when the temperature is low.
The reason for this can be seen here:
https://commons.wikimedia.org/wiki/File:Planckian-locus.png
Tint is moving along the isotherm lines (with the plot corresponding to +-150),
but below 4000K some of that range is outside of the gamut. Not much can
be done there, other than possibly clipping those values...

Adding support for this to the compositor should be quite easy and is planned
as a next step.

Pull Request: https://projects.blender.org/blender/blender/pulls/123278
2024-06-27 23:27:58 +02:00
Clément Foucault
cc0d12dd20 EEVEE: Remove EEVEE-Legacy
This handles the transition to EEVEE-Next (now EEVEE).

This removes some things that make no sense to keep
even for compatibility.
- Scene.eevee.light_cache_data
- Scene Light cache operators
- Scene Light cache RNA properties

The remaining legacy properties will be removed later
on to avoid python API breakage.

We keep the identifier of EEVEE-Next as `BLENDER_EEVEE_NEXT`
to avoid addons being incorrectly silently made compatible
with the EEVEE-Next where the Python API is different.
This renaming should be done in 5.0 release.

Thank you EEVEE-Legacy, you served us well.

Pull Request: https://projects.blender.org/blender/blender/pulls/122433
2024-06-04 14:17:58 +02:00
Clément Foucault
53797a2ed3 EEVEE-Next: UI: Move fast GI to the bottom of raytracing panel
This avoid to mistakely think that the denoising is applied
to the Fast GI. Fast GI has its own internal denoising.
2024-05-28 18:38:23 +02:00
Clément Foucault
c9c95e7e64 EEVEE-Next: RNA: Rename horizon property to fast_gi
This avoid discrepancy between the UI and the API.
2024-05-28 16:09:00 +02:00
Clément Foucault
117bfc870d EEVEE-Next: Fast GI: Add angular thickness
While easier to understand, the conventionnal global
scene thickness parameter have some downside:
- It doesn't scale with larger scenes since the
  distant samples have small thickness
- It doesn't handle fine geometric variation in
  foreground.

The proposed angular thicknes makes all sample
have the same angular span. This makes it
distance independant and capture different occluder
thickness with less artifacts. The downside is
that the occluders have the same angular span
at any distance which makes the same occluder inflate
with distance.

A downside is that the geometry near the shading point is
under-represented. Leaving light leaking or lack of AO
at contact points. To fix this, we introduce back a
geometric thickness parameter.

Pull Request: https://projects.blender.org/blender/blender/pulls/122334
2024-05-28 16:00:38 +02:00
Clément Foucault
66af5ed445 EEVEE-Next: Add fast GI max distance
This is implemented as a separate parameter from AO
since the AO can be tweaked for the AO pass.
2024-05-27 18:14:00 +02:00
Clément Foucault
8a7b9f6f66 EEVEE-Next: Add option to turn off GI
This new `Method` property allows to replace Diffuse GI
by simple ambient occlusion. This can be desirable for
performance or look.

This doesn't add the memory savings but there are already
some performance gain by using this option.
2024-05-27 18:14:00 +02:00
Jesse Yurkovich
91ad904cca Cleanup: make format 2024-05-26 21:33:28 +02:00
Clément Foucault
0e11f168db EEVEE-Next: Expose Fast GI ray and step count
This allow to reduce the amount of noise and reduce
the lost energy caused by low thickness and large
stride (low sample count).

Actual number of rays is twice the UI count.
2024-05-26 20:23:42 +02:00
Clément Foucault
eaf1454475 EEVEE-Next: UI: Move simplify panel just before post processes
Follow Cycles order.
2024-05-26 19:33:45 +02:00
Clément Foucault
e323a7d391 EEVEE-Next: UI: Rename Horizon Scan to Fast GI approximation
This matches Cycles feature name and is less technical.
2024-05-26 19:29:15 +02:00
Clément Foucault
9f2f1a5c57 EEVEE-Next: Shadow: Remove per light resolution scale
The reasonning is that we already have a resolution limit
slider per light.

The global shadow resolution scale is usefull as a quick
speedup option to reduce shadow cost for viewport regular
work or for quick rendering. For final render, the per
light resolution limit is more suited  than a LOD scale
since it doesn't modify the filtering of based on distance
from the camera.

This feature is really not hard to add back if there is
a compelling use case for it.
2024-05-26 18:56:03 +02:00
Clément Foucault
e0b3dee35a EEVEE-Next: Jittered Soft Shadows
Jittered Soft Shadows support.
Improves soft shadow quality at the cost of re-rendering shadow maps every sample.
Disabled by default in the viewport unless enabled in the Scene settings.

| Tracing-only | Jitter-only | Jitter+Over-blur |
| --- | --- | --- |
| ![imagen](/attachments/e5ca6120-0666-4e86-b6e0-3d7512587b86) | ![imagen](/attachments/a72631aa-14f8-4e10-a748-848fc4bd4ab2) | ![imagen](/attachments/07c5de65-61d2-48e7-b78c-9c3cbdcaf844) |

Tracing-only is the method used by default in EEVEE-Next.
Jitter-only is the method used by EEVEE-Legacy Soft Shadows.
Jitter+Over-blur combines both.

Co-authored by Miguel Pozo @pragma37 (initial patch #119753)

Pull Request: https://projects.blender.org/blender/blender/pulls/121836
2024-05-18 17:21:47 +02:00
Clément Foucault
ea5e1fef2a EEVEE-Next: Sunlight Extraction
Sun extraction convert part of light comming from the world to a
sun light which increases the quality of the rendering. The goal
of this feature is to workaround the limitation of the storage
techniques used for environment lighting inside EEVEE.

This first implementation works by clamping the world lighting and
summing the excess lighting and (and its incomming directions) to
deduce the sun position.
All the lighting is then transfered into this light power. The sun
angle is computed based on the directionnality of the excess lighting,
the more divergent the excess lighting is, the bigger the angle.

This has a few benefits:
- It's stable and behave well under animation. This is because we
average a lot of data.
- It's fast as it can be done inside the remap shader in one pass.
- It requires only one parameter, the clamp threshold.

However, it has some issue:
- It modifies the lighting as we change the incomming direction for
excess lighting away from the chosen sun direction. This could be fixed
by masking only lighting around the chosen sun direction (requires 2
passes, slower).
- Given that this only average the direction, it behaves poorly if there
two opposite bright light sources (it puts the sun in the middle). This
could be fixed by extracting more suns, but that becomes more complex
and requires even more passes.
- It looks bad if the summed lighting is not supposed to be a perfect
disk in specular reflections or if the sources are too divergent as the
disk is too big and the approximation fails short. This could be
mitigated by adding an upper bound to the sun radius. For now we
workaround this issue by exposing the sun angle parameter in the UI.

A more precise algorithm can be implemented in the future to avoid
having to deal with these limitations. A possibility is to use
importance sampling to randomize sun position. But that would be only
for final render.

Pull Request: https://projects.blender.org/blender/blender/pulls/121455
2024-05-14 16:36:12 +02:00
Sergey Sharybin
727a90a0f1 Compositor: Make GPU compositor an official feature
Effectively, make GPU compositor available without need to enable
an experimental feature set.

The compositor device is now exposed in the Performance panel of
Render Buttons. It is also still available in the compositor's
N-panel, together with some other options which are more about how
editing works, and not exactly related to render performance.

Pull Request: https://projects.blender.org/blender/blender/pulls/121398
2024-05-14 15:49:20 +02:00