Details
SHA-1: e323a7d3919421be72ffe349207989ef2d7e1e53
* EEVEE-Next: UI: Rename Horizon Scan to Fast GI approximation
This matches Cycles feature name and is less technical.
Details
SHA-1: c9c95e7e6454b0940d4bdcfc6d0da86dca3b142f
* EEVEE-Next: RNA: Rename horizon property to fast_gi
This avoid discrepancy between the UI and the API.
Details
SHA-1: 117bfc870d2cb5e823da93e67afb60eb512fa316
* 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
Rename label.
Details
SHA-1: e323a7d3919421be72ffe349207989ef2d7e1e53 * EEVEE-Next: UI: Rename Horizon Scan to Fast GI approximation This matches Cycles feature name and is less technical.Details
SHA-1: c9c95e7e6454b0940d4bdcfc6d0da86dca3b142f * EEVEE-Next: RNA: Rename horizon property to fast_gi This avoid discrepancy between the UI and the API.Details
SHA-1: 117bfc870d2cb5e823da93e67afb60eb512fa316 * 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