2023-03-13 Eevee/Viewport Module Meeting

Practical Info

This is a weekly video chat meeting for planning and discussion of Blender Eevee/viewport module development. Any contributor (developer, UI/UX designer, writer, …) working on Eevee/viewport in Blender is welcome to join.

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

  • Google Meet
  • Next Meeting: March 20, 2023, 11:30 AM to 12:00 PM Amsterdam Time (Your local time: 2023-03-20T10:30:00Z2023-03-20T11:00:00Z)


  • Clement
  • Jeroen
  • Omar
  • Michael
  • Miguel
  • Thomas

Planning 2023

  • Last week a Clement visited Blender HQ to do several planning sessions what we will be doing in the upcoming year. A blog post will be written about this, but in short:
    • Focus on Eevee-next, porting existing code to the new code-base where possible.
    • Research how GI can be implemented in Eevee-next. There are many different algorithms that all have side effects.
    • Viewport compositor will be focusing on support for render passes (both Eevee and Cycles). Requires changes of RenderEngine API.
    • Focus on Vulkan Backend.
  • Eevee-next plannig has been updated (https://projects.blender.org/blender/blender/issues/93220)
  • Michael and Jason also visited Blender HQ for some technical sessions and planning for the Metal Viewport. Focus will be on adding features that Eevee-next requires (SSBO, Indirect draw/compute), performance and handling bigger scenes.


  • Rotation API has land.
  • Current volume algorithm has been ported to Workbench-next.
  • Design has been made how to port Subsurface scattering to Eevee-next.
  • Some developments have been done to add support for volumes back to Eevee-next. This is still work in progress for the upcoming period.
  • Discussion with Line-art and NPR rendering. Result of the discussion is that line-art will be using geometry nodes. A discussed GPU implementation isn’t a priority and would not use much of our time.

Viewport compositor



Exciting stuff! For screenspace GI, be sure to check out Godot’s recent SDF based one click solution for real time open world GI. Specially because afaik it’s a technique they invented. They also have a higher quality solution that can be applied to specific volumes, like cubemaps, but that works in real time.