Add option to change the Intensity of the HDRI in the 3d viewport. This works for both EEVEE and Cycles
Details
- Reviewers
Clément Foucault (fclem) Brecht Van Lommel (brecht) - Maniphest Tasks
- T67220: Look Dev: Change The Intensity Of The HDRI
Diff Detail
- Repository
- rB Blender
- Branch
- arcpatch-D5299 (branched from master)
- Build Status
Buildable 4167 Build 4167: arc lint + arc unit
Event Timeline
| intern/cycles/blender/blender_shader.cpp | ||
|---|---|---|
| 1351 | @Brecht Van Lommel (brecht) please review this. I was not able to get it to work as expected. After some tries I figured out that reversing the fac with color2 did work. I haven't been able to find out why. | |
We should extend this with Tone and Saturation.
https://blender.community/c/rightclickselect/VGcbbc/
Intensity is fine with me, but I would not add Tone/Temperature and Saturation here.
Lightness is not the right terminology as far as I know. In Blender we use Strength or Exposure.
| source/blender/draw/engines/eevee/shaders/default_world_frag.glsl | ||
|---|---|---|
| 56–59 | I don't think the performance impact from this conversion back and forth is acceptable, I would not do saturation controls at all. Only if it can be done with the performance impact, and even then I think saturation as a default control for HDR backgrounds is questionable. | |
This patch contains a bunch of Cycles Lookdev changes, difficult to see what's supposed to be reviewed now.
- Cycles/EEVEE: Viewport HDRI Intensity Slider
updated with D5612: Shading Modes: Material and Render Preview. Note that that one first needs to be reviewed and committed.
Arc seems to be broken with my workflow...
Might need to open a new one. It doesn't seems to rebase with master
| intern/cycles/blender/blender_shader.cpp | ||
|---|---|---|
| 1372 | background->strength = new_viewport_parameters.studiolight_intensity; should work, no need to add a node then. | |
| intern/cycles/blender/blender_shader.cpp | ||
|---|---|---|
| 1372 | Or maybe it's not that simple due to interaction with other settings? In any case, if you use the mix node, then indeed it is correct to use color2 since fac is the mixing factor, it's the two colors that are multiplied together. | |
Due to internal war in phabricator I uploaded the patch from scratch D5674: Viewport Shading: StudioLight Intensity
