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Viewport Shading: StudioLight Intensity
AbandonedPublic

Authored by Jeroen Bakker (jbakker) on Jul 19 2019, 2:43 PM.

Details

Summary

Add option to change the Intensity of the HDRI in the 3d viewport. This works for both EEVEE and Cycles

Diff Detail

Repository
rB Blender
Branch
T67220 (branched from master)
Build Status
Buildable 4757
Build 4757: arc lint + arc unit

Event Timeline

Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)Jul 19 2019, 2:48 PM
Jeroen Bakker (jbakker) added inline comments.
intern/cycles/blender/blender_shader.cpp
1369

@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.

Jeroen Bakker (jbakker) planned changes to this revision.Jul 19 2019, 4:40 PM

We should extend this with Tone and Saturation.
https://blender.community/c/rightclickselect/VGcbbc/

Jeroen Bakker (jbakker) retitled this revision from LookDev: StudioLight Intensity to LookDev: StudioLight Lightness and Saturation.Jul 25 2019, 4:45 PM
Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)

Added Saturation to EEVEE; The plan is to add it to cycles too

Jeroen Bakker (jbakker) planned changes to this revision.Jul 25 2019, 5:00 PM

Support Saturation slider in Cycles

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
55–58

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.

Just saying that I agree with everything @Brecht Van Lommel (brecht) said.

Jeroen Bakker (jbakker) retitled this revision from LookDev: StudioLight Lightness and Saturation to LookDev: StudioLight Intensity.Jul 26 2019, 8:09 AM
Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)

Reverted lightness and saturation.
Renamed intensity to Strength (in UI)

Jeroen Bakker (jbakker) marked an inline comment as done.Jul 26 2019, 8:18 AM
Brecht Van Lommel (brecht) requested changes to this revision.Jul 31 2019, 12:51 PM

This patch contains a bunch of Cycles Lookdev changes, difficult to see what's supposed to be reviewed now.

This revision now requires changes to proceed.Jul 31 2019, 12:51 PM
  • 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.

  • Cycles/EEVEE: Viewport HDRI Intensity Slider
  • Cycles/EEVEE: Viewport HDRI Intensity Slider

Arc seems to be broken with my workflow...
Might need to open a new one. It doesn't seems to rebase with master

Manual changed to diff to work with master.

Jeroen Bakker (jbakker) planned changes to this revision.Sep 4 2019, 4:14 PM
Jeroen Bakker (jbakker) retitled this revision from LookDev: StudioLight Intensity to Viewport Shading: StudioLight Intensity.
Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)
Jeroen Bakker (jbakker) edited projects, added Render & Cycles; removed Cycles, Eevee.

Still needs work to apply to 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