Run this command to regenerate reference (ground truth) images:
BLENDER_TEST_UPDATE=1 ctest -R workbench
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 tests/data git submodule afterwards.
Name | New | Reference | Diff Color | Diff Alpha |
---|---|---|---|---|
metallic beckmann physical bsdf VERIFY |
||||
metallic ggx physical bsdf VERIFY |
||||
metallic multiggx f82 bsdf VERIFY |
||||
metallic multiggx physical bsdf VERIFY |
||||
hair reflection hair VERIFY |
||||
hair transmission hair VERIFY |
||||
light tree node subtended angle light VERIFY |
||||
light link distant multi tree light_linking VERIFY |
||||
light link distant tree light_linking VERIFY |
||||
light link exclude light_linking VERIFY |
||||
light link hidden light_linking VERIFY |
||||
light link instanced receiver light_linking VERIFY |
||||
light link mesh tree light_linking VERIFY |
||||
light link simple light_linking VERIFY |
||||
light link simple tree light_linking VERIFY |
||||
light link single light light_linking VERIFY |
||||
light link surface in volume light_linking VERIFY |
||||
light link volume light_linking VERIFY |
||||
shadow link blocked light_linking VERIFY |
||||
shadow link blocked distant light_linking VERIFY |
||||
shadow link clamp light_linking VERIFY |
||||
shadow link distant light_linking VERIFY |
||||
shadow link glossy light_linking VERIFY |
||||
shadow link hidden light_linking VERIFY |
||||
shadow link mesh light_linking VERIFY |
||||
shadow link multiple lights light_linking VERIFY |
||||
shadow link simple light_linking VERIFY |
||||
shadow link transparency light_linking VERIFY |
||||
shadow link volume light_linking VERIFY |
||||
anisotropic ashikhmin bsdf |
||||
anisotropic ashikhmin rough bsdf |
||||
anisotropic beckmann bsdf |
||||
anisotropic beckmann rough bsdf |
||||
anisotropic ggx bsdf |
||||
anisotropic ggx rough bsdf |
||||
diffuse bsdf |
||||
glass beckmann bsdf |
||||
glass beckmann rough bsdf |
||||
glass ggx bsdf |
||||
glass ggx rough bsdf |
||||
glass multiggx tinted bsdf |
||||
glass sharp bsdf |
||||
glossy ashikhmin bsdf |
||||
glossy ashikhmin rough bsdf |
||||
glossy beckmann bsdf |
||||
glossy beckmann rough bsdf |
||||
glossy ggx bsdf |
||||
glossy ggx rough bsdf |
||||
glossy ggx smooth bsdf |
||||
glossy multiscatter ggx bsdf |
||||
glossy multiscatter ggx rough bsdf |
||||
glossy roughness texture bsdf |
||||
glossy sharp bsdf |
||||
ray portal bsdf |
||||
ray portal pass bsdf |
||||
refraction beckmann bsdf |
||||
refraction beckmann rough bsdf |
||||
refraction ggx bsdf |
||||
refraction ggx rough bsdf |
||||
refraction sharp bsdf |
||||
toon diffuse bsdf |
||||
toon glossy bsdf |
||||
translucent bsdf |
||||
transparent bsdf |
||||
velvet bsdf |
||||
camera depth of field camera |
||||
camera equiangular cubemap face camera |
||||
camera equirectangular camera |
||||
camera fisheye equidistant camera |
||||
camera fisheye equisolid camera |
||||
camera fisheye polynomial camera |
||||
camera mirror ball camera |
||||
camera ortho camera |
||||
both displacement displacement |
||||
bump glass displacement |
||||
bump glossy displacement |
||||
bump with displacement displacement |
||||
compare bump displacement |
||||
dicing camera displacement |
||||
offscreen dicing displacement |
||||
panorama dicing displacement |
||||
true displacement displacement |
||||
true displacement image displacement |
||||
true displacement scaled displacement |
||||
true displacement scaled shared displacement |
||||
vector displacement object displacement |
||||
vector displacement tangent displacement |
||||
grease pencil grease_pencil |
||||
hair basemesh intercept hair |
||||
hair close up hair |
||||
hair geom reflection hair |
||||
hair geom transmission hair |
||||
hair instancer uv hair |
||||
hair length info hair |
||||
hair particle random hair |
||||
hair ribbon close up hair |
||||
microfacet hair orientation hair |
||||
principled hair absorptioncoefficient hair |
||||
principled hair directcoloring hair |
||||
principled hair melaninconcentration hair |
||||
transparent shadow hair hair |
||||
transparent shadow hair blur hair |
||||
image alpha blend image_colorspace |
||||
image alpha blend osl image_colorspace |
||||
image alpha channel packed image_colorspace |
||||
image alpha channel packed osl image_colorspace |
||||
image alpha ignore image_colorspace |
||||
image alpha ignore osl image_colorspace |
||||
image log image_colorspace |
||||
image log osl image_colorspace |
||||
image non color image_colorspace |
||||
image non color osl image_colorspace |
||||
image byte1 image_data_types |
||||
image byte1 16bit image_data_types |
||||
image byte3 image_data_types |
||||
image byte3 16bit image_data_types |
||||
image byte4 image_data_types |
||||
image byte4 16bit image_data_types |
||||
image float3 image_data_types |
||||
image float4 image_data_types |
||||
image generated byte image_data_types |
||||
image generated float image_data_types |
||||
image half3 image_data_types |
||||
image half4 image_data_types |
||||
image missing image_data_types |
||||
image packed byte1 image_data_types |
||||
image packed byte1 16bit image_data_types |
||||
image packed byte3 image_data_types |
||||
image packed byte3 16bit image_data_types |
||||
image packed byte4 image_data_types |
||||
image packed byte4 16bit image_data_types |
||||
image packed float3 image_data_types |
||||
image packed float4 image_data_types |
||||
image packed half3 image_data_types |
||||
image packed half4 image_data_types |
||||
image mapping clip closest image_mapping |
||||
image mapping clip closest 1px image_mapping |
||||
image mapping clip closest 1px osl image_mapping |
||||
image mapping clip closest osl image_mapping |
||||
image mapping clip cubic image_mapping |
||||
image mapping clip cubic 1px image_mapping |
||||
image mapping clip cubic 1px osl image_mapping |
||||
image mapping clip cubic osl image_mapping |
||||
image mapping clip linear image_mapping |
||||
image mapping clip linear 1px image_mapping |
||||
image mapping clip linear 1px osl image_mapping |
||||
image mapping clip linear osl image_mapping |
||||
image mapping extend closest image_mapping |
||||
image mapping extend closest 1px image_mapping |
||||
image mapping extend closest 1px osl image_mapping |
||||
image mapping extend closest osl image_mapping |
||||
image mapping extend cubic image_mapping |
||||
image mapping extend cubic 1px image_mapping |
||||
image mapping extend cubic 1px osl image_mapping |
||||
image mapping extend cubic osl image_mapping |
||||
image mapping extend linear image_mapping |
||||
image mapping extend linear 1px image_mapping |
||||
image mapping extend linear 1px osl image_mapping |
||||
image mapping extend linear osl image_mapping |
||||
image mapping mirror closest image_mapping |
||||
image mapping mirror closest osl image_mapping |
||||
image mapping mirror cubic image_mapping |
||||
image mapping mirror cubic osl image_mapping |
||||
image mapping mirror linear image_mapping |
||||
image mapping mirror linear osl image_mapping |
||||
image mapping repeat closest image_mapping |
||||
image mapping repeat closest 1px image_mapping |
||||
image mapping repeat closest 1px osl image_mapping |
||||
image mapping repeat closest osl image_mapping |
||||
image mapping repeat cubic image_mapping |
||||
image mapping repeat cubic 1px image_mapping |
||||
image mapping repeat cubic 1px osl image_mapping |
||||
image mapping repeat cubic osl image_mapping |
||||
image mapping repeat linear image_mapping |
||||
image mapping repeat linear 1px image_mapping |
||||
image mapping repeat linear 1px osl image_mapping |
||||
image mapping repeat linear osl image_mapping |
||||
image mapping udim image_mapping |
||||
image mapping udim packed image_mapping |
||||
image mapping uvtile osl image_mapping |
||||
image texture limit byte1 image_texture_limit |
||||
image texture limit byte1 16bit image_texture_limit |
||||
image texture limit byte3 image_texture_limit |
||||
image texture limit byte3 16bit image_texture_limit |
||||
image texture limit byte4 image_texture_limit |
||||
image texture limit byte4 16bit image_texture_limit |
||||
image texture limit float3 image_texture_limit |
||||
image texture limit float4 image_texture_limit |
||||
image texture limit generated byte image_texture_limit |
||||
image texture limit generated float image_texture_limit |
||||
image texture limit half3 image_texture_limit |
||||
image texture limit half4 image_texture_limit |
||||
image texture limit packed byte1 image_texture_limit |
||||
image texture limit packed byte1 16bit image_texture_limit |
||||
image texture limit packed byte3 image_texture_limit |
||||
image texture limit packed byte3 16bit image_texture_limit |
||||
image texture limit packed byte4 image_texture_limit |
||||
image texture limit packed byte4 16bit image_texture_limit |
||||
image texture limit packed float3 image_texture_limit |
||||
image texture limit packed float4 image_texture_limit |
||||
image texture limit packed half3 image_texture_limit |
||||
image texture limit packed half4 image_texture_limit |
||||
ao approximate integrator |
||||
clamp both integrator |
||||
clamp direct integrator |
||||
clamp indirect integrator |
||||
ray offset integrator |
||||
resumable render integrator |
||||
shadow all max bounces integrator |
||||
transparent shadow integrator |
||||
underwater caustics integrator |
||||
all light types light |
||||
all light types in volume light |
||||
area light light |
||||
area light uv light |
||||
cast shadow versioning light |
||||
distant light light |
||||
ellipse light spread light |
||||
ies light light |
||||
instanced mesh lights light |
||||
light spread light |
||||
light texture light |
||||
light tree bump map light |
||||
light tree bump map no correction light |
||||
light tree multi distant light |
||||
lights below surface light |
||||
mesh light light |
||||
mesh light backface light |
||||
mesh light small light |
||||
multiple area lights light |
||||
multiple lights in volume light |
||||
multiple mesh lights light |
||||
point light light |
||||
portal light |
||||
sphere light light |
||||
spot light light |
||||
spot light adaptive split light |
||||
translucent inside outside light |
||||
varying brightness light |
||||
attribute default color mesh |
||||
autosmooth custom normals mesh |
||||
autosmooth simple mesh |
||||
autosmooth subdmesh catmull mesh |
||||
autosmooth subdmesh linear mesh |
||||
bvh8 close proximity visibility mesh |
||||
culling mesh |
||||
curve modifier mesh |
||||
edit mode mesh |
||||
normal types mesh |
||||
normal types motion mesh |
||||
pointiness mesh |
||||
pointiness autosplit mesh |
||||
pointiness split faces mesh |
||||
shadow terminator mesh |
||||
shadow terminator metal mesh |
||||
tangent missing uv mesh |
||||
tangent no uv mesh |
||||
tangent render uv mesh |
||||
tangent specific uv other mesh |
||||
tangent specific uv render mesh |
||||
tangent triangles mesh |
||||
texture space bezier mesh |
||||
texture space bezier auto mesh |
||||
texture space font mesh |
||||
texture space font auto mesh |
||||
texture space mesh modifier mesh |
||||
texture space nurbs mesh |
||||
texture space nurbs auto mesh |
||||
visibility instances mesh |
||||
visibility particles mesh |
||||
watertight mesh |
||||
watertight orig mesh |
||||
bvh steps curve segments 0 motion_blur |
||||
bvh steps curve segments 3 motion_blur |
||||
bvh steps line segments 0 motion_blur |
||||
bvh steps line segments 3 motion_blur |
||||
camera zoom blur perspective motion_blur |
||||
curve motion blur motion_blur |
||||
fluid motion blur motion_blur |
||||
fluid motion blur disabled motion_blur |
||||
mblur deform autosmooth motion_blur |
||||
mblur deform simple motion_blur |
||||
multi step motion blur motion_blur |
||||
scale motion blur motion_blur |
||||
shutter curve default motion_blur |
||||
shutter curve triangle motion_blur |
||||
shutter moving camera center motion_blur |
||||
shutter moving camera end motion_blur |
||||
shutter moving camera start motion_blur |
||||
shutter moving object center motion_blur |
||||
shutter moving object end motion_blur |
||||
shutter moving object start motion_blur |
||||
openvdb smoke openvdb |
||||
point info pointcloud |
||||
points pointcloud |
||||
points emission pointcloud |
||||
points motion pointcloud |
||||
points transparent pointcloud |
||||
points volume pointcloud |
||||
principled coat principled |
||||
principled default principled |
||||
principled emission principled |
||||
principled emission alpha principled |
||||
principled metallic principled |
||||
principled sheen principled |
||||
principled specular principled |
||||
principled subsurface principled |
||||
principled thinfilm reflection principled |
||||
principled thinfilm transmission principled |
||||
principled transmission principled |
||||
aov position render_layer |
||||
freestyle render_layer |
||||
freestyle stroke material render_layer |
||||
render passes ao render_layer |
||||
render passes aov color render_layer |
||||
render passes aov value render_layer |
||||
render passes cryptomatte asset render_layer |
||||
render passes cryptomatte material render_layer |
||||
render passes cryptomatte object render_layer |
||||
render passes diffuse color render_layer |
||||
render passes diffuse direct render_layer |
||||
render passes diffuse indirect render_layer |
||||
render passes emission render_layer |
||||
render passes environment render_layer |
||||
render passes mist render_layer |
||||
render passes normal render_layer |
||||
render passes shadow render_layer |
||||
render passes specular color render_layer |
||||
render passes specular direct render_layer |
||||
render passes specular indirect render_layer |
||||
render passes thinfilm color render_layer |
||||
rlayer flags 01 render_layer |
||||
rlayer flags 02 render_layer |
||||
rlayer flags 03 render_layer |
||||
rlayer flags 04 render_layer |
||||
shadow catcher ao pass render_layer |
||||
ambient occlusion shader |
||||
ambient occlusion only local shader |
||||
attribute uniform shader |
||||
attribute view layer shader |
||||
bevel shader |
||||
bevel mblur shader |
||||
blackbody shader |
||||
constant fold shader |
||||
custom normal map shader |
||||
diffuse normal map shader |
||||
emission shader |
||||
float math shader |
||||
glossy normal map shader |
||||
holdout shader |
||||
node group color shader |
||||
node group float shader |
||||
node group vector shader |
||||
rgb curves input 0.5 shader |
||||
rgb curves input 1.2 shader |
||||
rgb curves input 2.0 extrapolate shader |
||||
rgb curves input neg 0.5 shader |
||||
rgb curves input neg 1.2 shader |
||||
rgb curves input neg 2.0 extrapolate shader |
||||
tex voronoi shader |
||||
vector math shader |
||||
sss concave clamp sss |
||||
sss diffuse mix clamp sss |
||||
sss hair sss |
||||
sss reflection clamp sss |
||||
subsurface base color mix sss |
||||
subsurface behind glass sss |
||||
subsurface behind glass branched sss |
||||
subsurface burley sss |
||||
subsurface cubic sss |
||||
subsurface gaussian sss |
||||
subsurface mix sss |
||||
subsurface random walk sss |
||||
subsurface random walk thin sss |
||||
subsurface small radius sss |
||||
camera in volume camera and volume volume |
||||
camera in volume camera only volume |
||||
camera in volume nested volume |
||||
camera in volume simple volume |
||||
fire volume |
||||
point density particle object volume |
||||
point density particle world volume |
||||
point density vertices object volume |
||||
point density vertices world volume |
||||
principled absorption volume |
||||
principled blackbody volume |
||||
principled bsdf interior volume |
||||
principled smoke volume |
||||
smoke volume |
||||
smoke color volume |
||||
smoke fire volume |
||||
volume absobtion volume |
||||
volume deep stack volume |
||||
volume edge fireflies volume |
||||
volume output absorption volume |
||||
volume output mix volume volume |
||||
volume output scatter volume |
||||
volume output surface volume |
||||
volume overlap volume |
||||
volume scatter volume |
||||
volume scatter albedo volume |
||||
volume step offset volume |
||||
volume transparent shadow volume |
||||
volume vdb overlap volume |
||||
world volume volume |