2021-05-03 Blender Rendering Meeting


  • Brecht Van Lommel (Blender)
  • Jeroen Bakker (Blender)
  • Kévin Dietrich (Blender)
  • Brian Savery (AMD)
  • Patrick Mours (NVIDIA)
  • Stefan Werner (Tangent)



  • Cycles X development continues. Brecht worked on more GPU optimizations, some scenes now render 20-30% faster compared to the initial announcement. Sergey is working on a new shadow catcher implementation that takes into account indirect light.
  • Kévin submitted more patches for the Alembic procedural. Some existing patches are still waiting for review from Sybren, Brecht will poke him about this.
  • Sergen at Tangent continues working on delta tracking for volumes, initial data structures and absorption handling are now in place.
  • A new Cycles developer was hired, planned to start in June / July.

Eevee & Viewport

  • The crashes on selection has a potential fix, but still waiting for Clément to commit it and for users to verify it solves the problem.

Practical Info

This is a weekly video chat meeting for planning and discussion of Blender rendering development. Any contributor (developer, UI/UX designer, writer, …) working on rendering in Blender is welcome to join and add proposed items to the agenda.

For users and other interested parties, we ask to read the meeting notes instead so that the meeting can remain focused.

  • Agenda
  • Google Meet
  • Time: Tuesday 5 to 6 PM Amsterdam Time
  • Next Meeting: May 11, 2021

Sorry for not being there, I was unable.

@sergey please take into account that not only indirect light is important for shadow catcher, also reflection catch it’s important, while the name “shadow catcher” does not imply reflections, the tool itself needs to be able to catch and separate reflections, also those reflections should be able to be solid to “replace” the footage reflections, for example a highly reflective floor in footage where we put some animated characters, the reflections of the characters should hide reflections of the footage floor.


I guess / hope that by “indirect light” they mean all indirect ray types (like when you click on the “Indirect Only” button next to Collections.

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I prefer to specify :slight_smile:

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The implementation Sergey is working on will catch reflections, but it’s in early stages and we have not evaluated how well it works in practice. There will be a shadow catcher render pass that should be multiplied into the footage, to support such cases where an alpha over is not enough and you need to add (colored) reflections.