[Bf-viewport] Updates for the week of May 30th - June 6th

Clément FOUCAULT foucault.clem at gmail.com
Fri Jun 10 00:54:20 CEST 2016


Thanks for your inputs,

I agree that material creation should be the same. But for realtime
approximation we can have parallax correction volumes, and maybe light
propagation volumes and other tricks that I don't see fit inside the cycles
environment. Having many options for realtime tricks that won't have
incidence on the final cycles render is not a good idea in my opinion.

So what I propose :
- Having some correct handling of cycles materials preview : That means to
not support things like area lights (which is approximated). Only point
lights. Using filtered inportance sampling and maybe local cubemaps
(without parallax correction). SSR would be OK but AO should be the cycles
"weird" AO in additive mode (also why is there not an option to set the
blending mode for the AO in cycles??).
- Having a dedicated realtime renderer with all options here. I would focus
on having great and optimized GGX approximation (as it's considered
industry standard) and not support others as it would required too much
effort (ie : LTC uses 2 LUTS (4+1 channels) by bsdf) and ressources. And
maybe this one could have in the end an hybrid deferred / forward
implementation.

the underlying code would be the same of course. Just restricting what is
used by each viewport.

this is what the current implementation gives you
https://docs.google.com/spreadsheets/d/1RCp94HurgNFz82rZ4Y5tDgngHRbr4rcyLyEPfOvGcYA/pubhtml
So concerning cycles preview, I'm ok to have area lights only where it's
correct so for diffuse / translucent and sharp shaders. Other shaders would
default to point lights with correct behaviour.

I think that would benefits everybody.

2016-06-10 0:09 GMT+02:00 Mike Erwin <significant.bit at gmail.com>:

> I see value in both a "Cycles preview" and a dedicated real-time renderer.
> Depends on what you (the artist) are targeting. Making assets for external
> game engines (like UE4) is also important, which makes the viewport a
> "preview" for that too.
>
> The tools/interface should work as close to the same as possible so people
> can learn one material system and apply it to real-time or pre-rendered or
> game projects. Avoid the situation we have now with multiple ways to create
> materials.
>
> It doesn't have to be a perfect approximation to whatever "other" renderer
> you're targeting. As long as it's good -- which it already is! -- and able
> to be improved over time.
>
> Mike Erwin
> musician, naturalist, pixel pusher, hacker extraordinaire
>
> On Thu, Jun 9, 2016 at 5:22 PM, Clément FOUCAULT <foucault.clem at gmail.com>
> wrote:
>
>> I think we first need to agree on how to integrate this.
>>
>> As of now it's trying to mimic cycles with viewport methods and I find
>> this alienating for the UI to have all these options even for.
>>
>> Also under some circumstances approximations are very far from cycles
>> render. So I don't realy like it being presented as cycles preview and
>> would like to separate it to another renderer dedicated to that.
>>
>> What are your thoughts on this?
>>
>> 2016-06-09 22:37 GMT+02:00 Mike Erwin <significant.bit at gmail.com>:
>>
>>> Excellent work as always Clément! How can we get this into an "official"
>>> Blender release one day?
>>>
>>> Mike Erwin
>>> musician, naturalist, pixel pusher, hacker extraordinaire
>>>
>>> On Thu, Jun 9, 2016 at 3:41 PM, Clément FOUCAULT <
>>> foucault.clem at gmail.com> wrote:
>>>
>>>> On my side I've release another iteration of my PBR experiment branch.
>>>>
>>>> https://vimeo.com/169475925
>>>>
>>>> I'm going to create a wikipage with some rambling about the PBR /
>>>> shading side of things.
>>>>
>>>> I also think like Alexander that we should have another dedicated
>>>> renderer. But I don't think we should focus it to replace BI because we
>>>> can't do everything with rasterisation techniques efficiently. So in my
>>>> opinion it should be focus to have realtime rendering feature only.
>>>>
>>>> Clément Foucault
>>>>
>>>> 2016-06-09 18:33 GMT+02:00 Alexander Romanov <a.romanov at blend4web.com>:
>>>>
>>>>> Hi!
>>>>> I've made some docs here
>>>>> https://wiki.blender.org/index.php/BI_temporary_removal
>>>>> and here
>>>>> https://docs.google.com/spreadsheets/d/1sxIz_Uk-foCHMq3vRQxgrlX9c-r3kMVPMqfuh-N1ZRs/edit#gid=1586247834
>>>>> . The table shows what we should implement in Viewport to cover BI
>>>>> functionality, any comments are welcome!
>>>>>
>>>>>
>>>>> On 09.06.2016 19:17, Mitchell Stokes wrote:
>>>>>
>>>>> Hello devs,
>>>>>
>>>>> Any interesting viewport updates for the week of May 30th to June 6th?
>>>>> Any plans for the upcoming week? I will be aggregating information on the
>>>>> Viewport Reports wiki page[1].
>>>>>
>>>>> Thanks,
>>>>> Mitchell Stokes
>>>>>
>>>>> [1] https://wiki.blender.org/index.php/Dev:2.8/Viewport/Reports
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> Bf-viewport mailing listBf-viewport at blender.orghttps://lists.blender.org/mailman/listinfo/bf-viewport
>>>>>
>>>>>
>>>>> --
>>>>> Alexander Romanov
>>>>>
>>>>> Developera.romanov at blend4web.com
>>>>>
>>>>> Blend4Web: Unleashing the Power of 3D Internethttps://www.blend4web.com
>>>>>
>>>>>
>>>>> This email and any files transmitted with it are confidential and intended
>>>>> solely for the use of the individual or entity to whom they are addressed.
>>>>> If you have received this email in error please notify the sender immediately.
>>>>>
>>>>>
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>>>>>
>>>>>
>>>>
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>>
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>
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