- User Since
- Sep 5 2018, 11:06 AM (23 w, 4 d)
Thu, Jan 31
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.
Tue, Jan 29
Changed clamp range and corrected spelling.
Mon, Jan 28
Here's a (temporary) fix for this issue: https://developer.blender.org/D4269.
Thu, Jan 24
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:
Tue, Jan 22
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.