Hi,
I've gathered some thoughts about a cache data structure to accelerate huge
scenes redraw time and part way with the current unorder object iteration
model.
https://docs.google.com/document/d/1Lcg2G3v7JJX25kF_
b4m2NM286cJkfTBMFDhzmZ2ruAg/edit?usp=sharing
Some point still need to be adressed
Hi everyone, (cross post from bf-viewport)
I (Clément) and Dalai have laid-out the Proposal of the Render Engine API
that will be used to create new viewport "Engines". Things might change but
this is the general idea.
https://wiki.blender.org/index.php/Dev:2.8/Source/Viewport/EngineAPI
We have
Hi, meeting notes for today's Blender 2.8 planning.
= Last Week =
* Bastien (mont29) was focused mostly on 2.79 release tasks, and did some
tracker work. https://wiki.blender.org/index.php/User:Mont29/Foundation/
2017#Week_202_-_07.2F22_to_07.2F28
* Campbell (ideasman42) resolved issues in
Hi Jacob, Tristan,
As of now eevee is fully using forward shading / Rendering. The "plus" in
forward+ is just a saying it uses tilled light culling which is planned.
We cannot do alpha blended transparency in Deferred shading as you
mentioned but nothing prevents us from using a forward pass
Hi, meeting notes for this Monday Blender 2.8 planning. (with a bit of
delay)
Meeting Log:
Summary of last week:
* Sergey was doing some CDDM hack to support solid draw mode in order to
get closer to the core profile switch. Also finished first version of DEG
design.
* Clément worked on
Yes it's completely work in progress.
Final output will be unclamped and not already tonemapped.
Regards.
2017-06-19 17:57 GMT+02:00 Adriano Oliveira :
> Hi guys,
>
> First of all, congratulations to Dalai and Clémant for the outstanding
> Eevee progress so far.
>
> I
Hi,
Here are the notes from Tuesday's Blender 2.8 planning meeting.
= Last week reports =
* Bastien : Spent most of the week on static override and rework of our ID
copy system (turns out current limitations are not only a problem for
static override/assets, but also for DEG/CoW work from
Hi Adam,
Animation of shader nodegraph parameters already work in realtime for most
of the parameters. The only exception I can think of is the normal map node
and the mapping node and nodegroups inputs.
For the later, you can plug another node into it.
Cheers
Clément
2018-02-09 14:00
HI Adriano,
Lightmap support in eevee is not trivial. If you just want to bake the
irradiance (diffuse) in cycles and use it in eevee you can add an emission
node with the lightmap multiplied by the diffuse color, and set the
diffuse color in other bsdf nodes to black.
And creating really good
Hi everyone,
Here are the topics we discussed during the kickoff meeting about Eevee and
Opengl:
https://wiki.blender.org/index.php/Dev:2.8/Source/Viewport/Eevee/Roadmap-
CodeQuest-2018
Cheers.
Clément
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Well given the amount of shader we use, we *need* to only maintain one
version of each.
The biggest showstopper I see for porting to metal is the lack of geometry
shader that we use in some places (not that many actually but important
ones like the edit mesh cage and outlines wireframes).
It
e with
> tutorials
> >> on how 2.80 was used on cloud.blender.org.
> >>
> >> 2) New Features and Changes
> >>
> >> About 90 bugs were fixed last week.
> >>
> >> * Eevee: added support for undeformed texture coordinates, and
> co
For the next release I would like to:
- Merge my refactor of Mesh Batch Cache for quicker mesh update.
- Merge my refactor of the DRWManager for better instancing.
- Help refactor GPencil drawing pipeline (with antonioya). (fix many issues
for GPencil)
- Help refactor Selection drawing (with
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