[Bf-blender-cvs] [073624d4ccc] master: Eevee: Improve Test setup
Clément Foucault
noreply at git.blender.org
Fri Sep 6 19:03:08 CEST 2019
Commit: 073624d4cccdae8c42a7d44c732dbcb43bb4cfa6
Author: Clément Foucault
Date: Fri Aug 16 21:28:32 2019 +0200
Branches: master
https://developer.blender.org/rB073624d4cccdae8c42a7d44c732dbcb43bb4cfa6
Eevee: Improve Test setup
- Remove use_screen_refraction as it conflict with SSR and SSS
- Increase GTAO distance
- Add a simple lightprobe setup that works well in most cases
- Enable soft shadows
Baking the lightprobes adds some overhead to the test time (+33%).
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5507
===================================================================
M tests/python/eevee_render_tests.py
===================================================================
diff --git a/tests/python/eevee_render_tests.py b/tests/python/eevee_render_tests.py
index 0875e4b171a..6719971837a 100755
--- a/tests/python/eevee_render_tests.py
+++ b/tests/python/eevee_render_tests.py
@@ -18,17 +18,63 @@ def setup():
scene = bpy.context.scene
eevee = scene.eevee
+ eevee.use_soft_shadows = True
+
eevee.use_ssr = True
eevee.use_ssr_refraction = True
+
eevee.use_gtao = True
+ eevee.gtao_distance = 1
eevee.use_volumetric_shadows = True
eevee.volumetric_tile_size = '2'
for mat in bpy.data.materials:
- mat.use_screen_refraction = True
+ # This needs to be enabled case by case,
+ # otherwise we loose SSR and GTAO everywhere.
+ # mat.use_screen_refraction = True
mat.use_sss_translucency = True
+ # Simple probe setup
+ bpy.ops.object.lightprobe_add(type='CUBEMAP', location=(0.5, 0, 1.5))
+ cubemap = bpy.context.selected_objects[0]
+ cubemap.scale = (2.5,2.5,1.0)
+ cubemap.data.falloff = 0
+ cubemap.data.clip_start = 2.4
+
+ bpy.ops.object.lightprobe_add(type='GRID', location=(0, 0, 0.25))
+ grid = bpy.context.selected_objects[0]
+ grid.scale = (1.735,1.735,1.735)
+ grid.data.grid_resolution_x = 3
+ grid.data.grid_resolution_y = 3
+ grid.data.grid_resolution_z = 2
+
+ try:
+ # Try to only include the plane in reflections
+ plane = bpy.data.objects['Plane']
+
+ collection = bpy.data.collections.new("Reflection")
+ collection.objects.link(plane)
+ # Add all lights to light the plane
+ if invert == False:
+ for light in bpy.data.objects:
+ if light.type == 'LIGHT':
+ collection.objects.link(light)
+
+ # Add collection to the scene
+ scene.collection.children.link(collection)
+
+ cubemap.data.visibility_collection = collection
+ except:
+ pass
+
+ eevee.gi_diffuse_bounces = 1
+ eevee.gi_cubemap_resolution = '128'
+ eevee.gi_visibility_resolution = '16'
+ eevee.gi_irradiance_smoothing = 0
+
+ bpy.ops.scene.light_cache_bake()
+
# When run from inside Blender, render and exit.
try:
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