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Download Maxthon 7.0.2.20008/22/2023 The effect is controlled by certain options of the active camera, namely, the GPU fstop option (in the depth of field panel), the focal length, the sensor size and the focus distance/focus object. This effect tries to simulate a depth of field effect, similar to one produced by a camera. Higher is better but makes the effect slowerĬolor of the effect, can be modified to give a different feel, from ambient lighting to dirt/rust. The amount of samples used for the effect. Use this to get rid of some banding artifacts. ![]() Increasing this makes far away surfaces contribute less to the effect. How strongly the effect attenuates with distance. The maximum world space distance the effect is computed in. This factor directly multiplies the computed color of the effect, so increase this for a stronger effect. To control the effect, the following controls are added: This effect tries to simulate the effects of ambient occlusion by doing raycasting in screen space. Multisampling will not work in this first iteration - it requires too much memory to do properly. ![]() Also there will be artifacts at mesh edges due to the composited nature of the normals. The SSAO effect relies on the surface normals to function, however since the current system is not true deferred shading, those get composited from the depth buffer and smooth shading is not taken into account. As such, any drawing that writes to the depth buffer, such as widgets and wires will contribute in the effects. The current system depends on the scene depth buffer to generate information for the effects. This is used during sequencer or OpenGL rendering and when looking through a camera in the 3D viewport. Camera objects, also have a new panel in their properties, "GPU Depth of Field" that controls the real time depth of field effect. To control how the effect appears in a certain 3D viewport, use the checkboxes, "Ambient Occlusion" and "Depth Of Field" located under the "Shading" panel. The controls for the effects can be found in a few places: The goal is to generalize the system and allow node definition of effects in the future but for now there are only two hard-coded effects that can be used: The current viewport compositing system includes two effects that can be used as a post process in the 3D viewport and during offscreen rendering. Image texture now supports sphere and tube mapping (12ccac6, dda3554).Īdded support for texture mapping from another object (df07a25).Īdded support for cubic image texture interpolation on CPU 3b9d455įrank from project gooseberry with Ambient Occlusion and Depth of Field. (227a940)Ĭycles now uses clipping plane instead of clipping sphere (54fd3f3).Īdded field-of-view options to the equirectangular panorama camera (4118c1b). ![]() Available via "Pointiness" output of the Geometry node. Reduce lag between shader tree modification and viewport render (2dfe5e3)Īdded attribute indicating how "pointy" the geometry surface is. Optimize black world backgrounds (cd723967970e) Optimize vector math node without links to a single value node. GPU rendering, non-SSE and 32bit processors still using regular BVH. Implementation of a QBVH optimization structure for CPU with SSE2 support and above. This is expected to address quite a reasonable amount of reports from the bug tracker, plus it might help reducing the noise in some scenes. Ray/Triangle intersection is now watertight.
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