forked from bartvdbraak/blender
Fix confusing new Cycles UI terminology
* Rename "Auto Tiles" to "Use Tiling", it's not really automatic and confusing with the old auto tile size add-on. * Rename "Adaptive" scrambling distance to "Automatic", to avoid confusion with adaptive sampling.
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@ -359,7 +359,7 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
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name="Scrambling Distance",
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default=1.0,
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min=0.0, max=1.0,
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description="Lower values give faster rendering with GPU rendering and less noise with all devices at the cost of possible artifacts if set too low. Only works when not using adaptive sampling",
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description="Reduce randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifacts if set too low. Only works when not using adaptive sampling",
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)
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preview_scrambling_distance: BoolProperty(
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name="Scrambling Distance viewport",
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@ -367,10 +367,10 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
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description="Uses the Scrambling Distance value for the viewport. Faster but may flicker",
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)
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adaptive_scrambling_distance: BoolProperty(
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name="Adaptive Scrambling Distance",
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auto_scrambling_distance: BoolProperty(
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name="Automatic Scrambling Distance",
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default=False,
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description="Uses a formula to adapt the scrambling distance strength based on the sample count",
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description="Automatically reduce the randomization between pixels to improve GPU rendering performance, at the cost of possible rendering artifacts. Only works when not using adaptive sampling",
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)
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use_layer_samples: EnumProperty(
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@ -790,8 +790,8 @@ class CyclesRenderSettings(bpy.types.PropertyGroup):
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)
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use_auto_tile: BoolProperty(
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name="Auto Tiles",
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description="Automatically render high resolution images in tiles to reduce memory usage, using the specified tile size. Tiles are cached to disk while rendering to save memory",
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name="Using Tiling",
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description="Render high resolution images in tiles to reduce memory usage, using the specified tile size. Tiles are cached to disk while rendering to save memory",
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default=True,
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)
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tile_size: IntProperty(
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@ -295,13 +295,13 @@ class CYCLES_RENDER_PT_sampling_advanced(CyclesButtonsPanel, Panel):
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layout.separator()
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col = layout.column(align=True)
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col.active = not (cscene.use_adaptive_sampling and cscene.use_preview_adaptive_sampling)
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col.prop(cscene, "scrambling_distance", text="Scrambling Distance")
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col.prop(cscene, "adaptive_scrambling_distance", text="Adaptive")
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sub = col.row(align=True)
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heading = layout.column(align=True, heading="Scrambling Distance")
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heading.active = not (cscene.use_adaptive_sampling and cscene.use_preview_adaptive_sampling)
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heading.prop(cscene, "auto_scrambling_distance", text="Automatic")
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sub = heading.row()
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sub.active = not cscene.use_preview_adaptive_sampling
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sub.prop(cscene, "preview_scrambling_distance", text="Viewport")
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heading.prop(cscene, "scrambling_distance", text="Multiplier")
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layout.separator()
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@ -365,8 +365,8 @@ void BlenderSync::sync_integrator(BL::ViewLayer &b_view_layer, bool background)
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int samples = get_int(cscene, "samples");
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float scrambling_distance = get_float(cscene, "scrambling_distance");
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bool adaptive_scrambling_distance = get_boolean(cscene, "adaptive_scrambling_distance");
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if (adaptive_scrambling_distance) {
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bool auto_scrambling_distance = get_boolean(cscene, "auto_scrambling_distance");
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if (auto_scrambling_distance) {
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scrambling_distance *= 4.0f / sqrtf(samples);
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}
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