- User Since
- Sep 5 2018, 11:06 AM (42 w, 5 h)
Apr 3 2019
@Clément Foucault (fclem) Don't have commit rights, you have push it if you're fine with it. Thanks!
- Save and restore previous background alpha.
I think this was introduced by 41cb5658803. This patch fixes it temporary, but its maybe a dirty hack: https://developer.blender.org/D4637.
Apr 1 2019
Mar 28 2019
In my current case its definitely a limitation, since its not possible to create a smooth animation for the first few frames (at least from the graphs visualization). Raised the 32 limit, but crashed here too. Idea: Exponential distribution of samples towards bezier handles.
Mar 27 2019
Mar 26 2019
Mar 22 2019
Feb 18 2019
Thanks @Clément Foucault (fclem)! Do I have to do something, it says "ready to land"?
Hey guys, is there anything I can do on this patch to get it approved? So many reports on those fireflies are coming in.
Jan 31 2019
Hey guys, what do you think about this patch? Its mostly motivated by performance considerations. In some scenes you need the expensive soft shadows only for some lights. Also I realized that the halton pattern can be cached (don't know if this has any interesting performance impact).
- Remove comment.
- Activate soft shadows per default for all lights.
Jan 29 2019
Changed clamp range and corrected spelling.
Jan 28 2019
Here's a (temporary) fix for this issue: https://developer.blender.org/D4269.
Jan 24 2019
Regarding 2.: I'm diving into the code atm, @Clément Foucault (fclem) could you point me to the right direction? I think I understand how lightning is calculated in lightning shader and that we have a out_spec and a out_diff factor, which are accumulated in the result.radiance field. Then the material pass is blended with the shadow pass. But somewhere some kind of separation must be still present, as shown above:
Jan 22 2019
It seems to me that there are two separate issues in this task.
Jan 4 2019
- Remove comment.
Jan 3 2019
Dec 31 2018
Seems to be related to T59784.
Dec 26 2018
I reproduced this under the following circumstances (file attached):
Dec 22 2018
Dec 4 2018
How can the volume power be included there without influencing shading on non-volume fragments?
It would be a great opportunity to fix the two /* XXX : Removing Area Power. */ present in the lighting code.
I'll have this in mind but at the moment coding time is limited. :(
Also you should try to use arcanist to upload patches.
I'll look into it.
Code review changes.
Dec 3 2018
The console output is a relict of some driver stuff the file contained, may be another issue. I figured out that the crash is related to enabling Vector Pass output. If the switch is off all cases from above work. Going to update the description.