Run this command to regenerate reference (ground truth) images:
BLENDER_TEST_UPDATE=1 ctest -R eevee
This then happens for new and failing tests; reference images of passing test cases will not be updated. Be sure to commit the new reference images to the SVN repository afterwards.
Name | New | Reference | Diff Color | Diff Alpha |
---|---|---|---|---|
hair close up hair VERIFY |
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hair length info hair VERIFY |
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hair ribbon close up hair VERIFY |
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transparent shadow hair blur hair VERIFY |
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image mapping udim image_mapping VERIFY |
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image mapping uvtile osl image_mapping VERIFY |
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autosmooth simple mesh VERIFY |
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autosmooth subdmesh catmull mesh VERIFY |
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autosmooth subdmesh linear mesh VERIFY |
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tangent no uv mesh VERIFY |
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tangent render uv mesh VERIFY |
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tangent specific uv other mesh VERIFY |
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tangent specific uv render mesh VERIFY |
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curve motion blur motion_blur VERIFY |
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render passes shadow render_layer VERIFY |
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custom normal map shader VERIFY |
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glossy normal map shader VERIFY |
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node group vector shader VERIFY |
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point density particle object volume VERIFY |
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point density particle world volume VERIFY |
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point density vertices object volume VERIFY |
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point density vertices world volume VERIFY |
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principled blackbody volume VERIFY |
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principled bsdf interior volume VERIFY |
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smoke color volume VERIFY |
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volume edge fireflies volume VERIFY |
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volume step offset volume VERIFY |
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anisotropic ashikhmin bsdf |
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anisotropic ashikhmin rough bsdf |
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anisotropic beckmann bsdf |
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anisotropic beckmann rough bsdf |
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anisotropic ggx bsdf |
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anisotropic ggx rough bsdf |
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diffuse bsdf |
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glass beckmann bsdf |
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glass beckmann rough bsdf |
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glass ggx bsdf |
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glass ggx rough bsdf |
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glass sharp bsdf |
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glossy ashikhmin bsdf |
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glossy ashikhmin rough bsdf |
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glossy beckmann bsdf |
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glossy beckmann rough bsdf |
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glossy ggx bsdf |
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glossy ggx rough bsdf |
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glossy multiscatter ggx bsdf |
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glossy multiscatter ggx rough bsdf |
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glossy roughness texture bsdf |
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glossy sharp bsdf |
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refraction beckmann bsdf |
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refraction beckmann rough bsdf |
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refraction ggx bsdf |
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refraction ggx rough bsdf |
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refraction sharp bsdf |
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toon diffuse bsdf |
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toon glossy bsdf |
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translucent bsdf |
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transparent bsdf |
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velvet bsdf |
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camera depth of field camera |
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camera equiangular cubemap face camera |
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camera equirectangular camera |
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camera fisheye equidistant camera |
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camera fisheye equisolid camera |
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camera fisheye polynomial camera |
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camera mirror ball camera |
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camera ortho camera |
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both displacement displacement |
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bump glass displacement |
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bump glossy displacement |
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bump with displacement displacement |
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compare bump displacement |
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dicing camera displacement |
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offscreen dicing displacement |
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panorama dicing displacement |
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true displacement displacement |
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true displacement image displacement |
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true displacement scaled displacement |
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true displacement scaled shared displacement |
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vector displacement object displacement |
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vector displacement tangent displacement |
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grease pencil grease_pencil |
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hair basemesh intercept hair |
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hair geom reflection hair |
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hair geom transmission hair |
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hair instancer uv hair |
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hair particle random hair |
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hair reflection hair |
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hair transmission hair |
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microfacet hair orientation hair |
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principled hair absorptioncoefficient hair |
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principled hair directcoloring hair |
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principled hair melaninconcentration hair |
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transparent shadow hair hair |
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image alpha blend image_colorspace |
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image alpha blend osl image_colorspace |
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image alpha channel packed image_colorspace |
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image alpha channel packed osl image_colorspace |
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image alpha ignore image_colorspace |
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image alpha ignore osl image_colorspace |
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image log image_colorspace |
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image log osl image_colorspace |
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image non color image_colorspace |
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image non color osl image_colorspace |
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image byte1 image_data_types |
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image byte1 16bit image_data_types |
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image byte3 image_data_types |
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image byte3 16bit image_data_types |
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image byte4 image_data_types |
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image byte4 16bit image_data_types |
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image float3 image_data_types |
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image float4 image_data_types |
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image generated byte image_data_types |
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image generated float image_data_types |
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image half3 image_data_types |
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image half4 image_data_types |
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image missing image_data_types |
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image packed byte1 image_data_types |
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image packed byte1 16bit image_data_types |
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image packed byte3 image_data_types |
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image packed byte3 16bit image_data_types |
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image packed byte4 image_data_types |
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image packed byte4 16bit image_data_types |
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image packed float3 image_data_types |
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image packed float4 image_data_types |
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image packed half3 image_data_types |
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image packed half4 image_data_types |
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image mapping clip closest image_mapping |
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image mapping clip closest 1px image_mapping |
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image mapping clip closest 1px osl image_mapping |
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image mapping clip closest osl image_mapping |
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image mapping clip cubic image_mapping |
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image mapping clip cubic 1px image_mapping |
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image mapping clip cubic 1px osl image_mapping |
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image mapping clip cubic osl image_mapping |
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image mapping clip linear image_mapping |
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image mapping clip linear 1px image_mapping |
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image mapping clip linear 1px osl image_mapping |
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image mapping clip linear osl image_mapping |
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image mapping extend closest image_mapping |
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image mapping extend closest 1px image_mapping |
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image mapping extend closest 1px osl image_mapping |
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image mapping extend closest osl image_mapping |
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image mapping extend cubic image_mapping |
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image mapping extend cubic 1px image_mapping |
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image mapping extend cubic 1px osl image_mapping |
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image mapping extend cubic osl image_mapping |
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image mapping extend linear image_mapping |
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image mapping extend linear 1px image_mapping |
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image mapping extend linear 1px osl image_mapping |
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image mapping extend linear osl image_mapping |
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image mapping mirror closest image_mapping |
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image mapping mirror closest osl image_mapping |
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image mapping mirror cubic image_mapping |
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image mapping mirror cubic osl image_mapping |
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image mapping mirror linear image_mapping |
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image mapping mirror linear osl image_mapping |
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image mapping repeat closest image_mapping |
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image mapping repeat closest 1px image_mapping |
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image mapping repeat closest 1px osl image_mapping |
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image mapping repeat closest osl image_mapping |
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image mapping repeat cubic image_mapping |
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image mapping repeat cubic 1px image_mapping |
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image mapping repeat cubic 1px osl image_mapping |
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image mapping repeat cubic osl image_mapping |
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image mapping repeat linear image_mapping |
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image mapping repeat linear 1px image_mapping |
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image mapping repeat linear 1px osl image_mapping |
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image mapping repeat linear osl image_mapping |
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image mapping udim packed image_mapping |
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image texture limit byte1 image_texture_limit |
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image texture limit byte1 16bit image_texture_limit |
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image texture limit byte3 image_texture_limit |
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image texture limit byte3 16bit image_texture_limit |
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image texture limit byte4 image_texture_limit |
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image texture limit byte4 16bit image_texture_limit |
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image texture limit float3 image_texture_limit |
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image texture limit float4 image_texture_limit |
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image texture limit generated byte image_texture_limit |
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image texture limit generated float image_texture_limit |
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image texture limit half3 image_texture_limit |
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image texture limit half4 image_texture_limit |
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image texture limit packed byte1 image_texture_limit |
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image texture limit packed byte1 16bit image_texture_limit |
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image texture limit packed byte3 image_texture_limit |
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image texture limit packed byte3 16bit image_texture_limit |
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image texture limit packed byte4 image_texture_limit |
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image texture limit packed byte4 16bit image_texture_limit |
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image texture limit packed float3 image_texture_limit |
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image texture limit packed float4 image_texture_limit |
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image texture limit packed half3 image_texture_limit |
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image texture limit packed half4 image_texture_limit |
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ao approximate integrator |
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clamp both integrator |
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clamp direct integrator |
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clamp indirect integrator |
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resumable render integrator |
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shadow all max bounces integrator |
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transparent shadow integrator |
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underwater caustics integrator |
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all light types light |
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area light light |
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area light uv light |
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distant light light |
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ellipse light spread light |
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ies light light |
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instanced mesh lights light |
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light spread light |
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light texture light |
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light tree multi distant light |
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lights below surface light |
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mesh light light |
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mesh light backface light |
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multiple area lights light |
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multiple lights in volume light |
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multiple mesh lights light |
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point light light |
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portal light |
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sphere light light |
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spot light light |
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spot light adaptive split light |
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translucent inside outside light |
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varying brightness light |
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attribute default color mesh |
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autosmooth custom normals mesh |
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bvh8 close proximity visibility mesh |
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culling mesh |
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curve modifier mesh |
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edit mode mesh |
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normal types mesh |
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normal types motion mesh |
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pointiness mesh |
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pointiness autosplit mesh |
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pointiness split faces mesh |
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shadow terminator mesh |
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shadow terminator metal mesh |
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tangent missing uv mesh |
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tangent triangles mesh |
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texture space bezier mesh |
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texture space bezier auto mesh |
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texture space font mesh |
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texture space font auto mesh |
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texture space mesh modifier mesh |
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texture space nurbs mesh |
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texture space nurbs auto mesh |
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visibility instances mesh |
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visibility particles mesh |
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watertight mesh |
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watertight orig mesh |
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bvh steps curve segments 0 motion_blur |
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bvh steps curve segments 3 motion_blur |
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bvh steps line segments 0 motion_blur |
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bvh steps line segments 3 motion_blur |
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camera zoom blur perspective motion_blur |
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fluid motion blur motion_blur |
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fluid motion blur disabled motion_blur |
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mblur deform autosmooth motion_blur |
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mblur deform simple motion_blur |
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multi step motion blur motion_blur |
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scale motion blur motion_blur |
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shutter curve default motion_blur |
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shutter curve triangle motion_blur |
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shutter moving camera center motion_blur |
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shutter moving camera end motion_blur |
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shutter moving camera start motion_blur |
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shutter moving object center motion_blur |
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shutter moving object end motion_blur |
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shutter moving object start motion_blur |
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openvdb smoke openvdb |
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point info pointcloud |
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points pointcloud |
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points emission pointcloud |
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points motion pointcloud |
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points transparent pointcloud |
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points volume pointcloud |
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principled coat principled |
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principled default principled |
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principled emission principled |
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principled emission alpha principled |
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principled metallic principled |
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principled sheen principled |
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principled specular principled |
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principled subsurface principled |
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principled transmission principled |
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aov position render_layer |
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freestyle render_layer |
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freestyle stroke material render_layer |
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render passes ao render_layer |
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render passes aov color render_layer |
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render passes aov value render_layer |
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render passes cryptomatte asset render_layer |
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render passes cryptomatte material render_layer |
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render passes cryptomatte object render_layer |
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render passes diffuse color render_layer |
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render passes diffuse direct render_layer |
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render passes diffuse indirect render_layer |
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render passes emission render_layer |
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render passes environment render_layer |
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render passes mist render_layer |
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render passes normal render_layer |
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render passes specular color render_layer |
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render passes specular direct render_layer |
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render passes specular indirect render_layer |
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rlayer flags 01 render_layer |
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rlayer flags 02 render_layer |
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rlayer flags 03 render_layer |
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rlayer flags 04 render_layer |
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shadow catcher ao pass render_layer |
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ambient occlusion shader |
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ambient occlusion only local shader |
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attribute uniform shader |
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attribute view layer shader |
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bevel shader |
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bevel mblur shader |
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blackbody shader |
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constant fold shader |
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diffuse normal map shader |
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emission shader |
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float math shader |
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holdout shader |
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node group color shader |
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node group float shader |
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rgb curves input 0.5 shader |
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rgb curves input 1.2 shader |
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rgb curves input 2.0 extrapolate shader |
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rgb curves input neg 0.5 shader |
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rgb curves input neg 1.2 shader |
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rgb curves input neg 2.0 extrapolate shader |
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tex voronoi shader |
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vector math shader |
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sss concave clamp sss |
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sss diffuse mix clamp sss |
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sss hair sss |
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sss reflection clamp sss |
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subsurface base color mix sss |
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subsurface behind glass sss |
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subsurface behind glass branched sss |
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subsurface burley sss |
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subsurface cubic sss |
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subsurface gaussian sss |
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subsurface mix sss |
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subsurface random walk sss |
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subsurface random walk thin sss |
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subsurface small radius sss |
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camera in volume camera and volume volume |
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camera in volume camera only volume |
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camera in volume nested volume |
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camera in volume simple volume |
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fire volume |
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principled absorption volume |
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principled smoke volume |
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smoke volume |
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smoke fire volume |
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volume absobtion volume |
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volume deep stack volume |
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volume output absorption volume |
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volume output mix volume volume |
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volume output scatter volume |
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volume output surface volume |
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volume overlap volume |
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volume scatter volume |
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volume scatter albedo volume |
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volume transparent shadow volume |
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world volume volume |
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