- User Since
- Jul 9 2014, 7:45 PM (158 w, 1 d)
Tue, Jul 18
That's correct. But it's not view dependent. So order can be wrong when changing viewing angle.
It's because transparency is order per object. Sorting pixels is too costly for realtime rendering.
Mon, Jul 17
This is by design. Without volume texture storing the volumetric properties it's impractical to render transparency with fog.
But the transparent objects should be visible without the fog effect applied on them.
Fri, Jul 14
@Campbell Barton (campbellbarton) Yes it's reliable to render to HDR format, this is the bread and butter of eevee. Though it's really not easy to change:
The thing is that this offscreen render is using byte buffers. And it output transformed (tonemapped) color to the render result that is transformed again with the color management settings.
Ha I did not know about isnan ! sure that makes it a more elegant solution. Thanks!
Wed, Jul 12
I'm still unsure about putting all this logic in GPUUniformBuffer and using two distinct buffer type. At least merging *data and flag into the GPUUniformBuffer and put all this sorting logic in gpu_material.c. But this means doing the update for all material that changes even thoses not displayed.
Tue, Jul 11
Sun, Jul 9
The principled and Glossy GGX (no multiscatter) are nearly identical across the 2 render engines. Compare each BSDF node with itself and not a different one on each engine.
Sat, Jul 8
Fri, Jul 7
Unfortunately, this is a side effect of using octahedron mapping for shadow map and using a low resolution
Thu, Jul 6
This is a problem between the vbo creation and the fragment shader.
Putting a vec3(0.0) does not reproduce the same artifact, and normals components are set to 0 in the Gawain packet format, so problem is inbetween. Revert d02711ed883e and enable bloom to see if it fails.
Fixed in d02711ed883e but the real problem must come from somwhere else like bad encoding or interpolation.
Wed, Jul 5
Tue, Jul 4
Mon, Jul 3
Fri, Jun 30
This must be some kind of scissor / framebuffer config messed up in Eevee's code.
Yep it's not even relevant anymore.
Thu, Jun 29
Wed, Jun 28
It's related to the selection loop that set the viewport to 24px².
Maybe @Campbell Barton (campbellbarton) could help you on this.
Tue, Jun 27
Mon, Jun 26
Yep simple as that!
Sat, Jun 24
Fri, Jun 23
Fixed by 1111e64c7273