2023-04-24 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: May 1, 2023, 11:30 AM to 12:00 PM Amsterdam Time (Your local time: 2023-05-01T09:30:00Z2023-05-01T10:00:00Z)

Attendees:

  • Jeroen
  • Michael
  • Miguel

Eevee-next

  • Shaders have been patched to add Metal support to Eevee-next. Still requires other patches as well before it will work.
  • Volumes now use compute shaders
  • Did optimization to object bounds. In complex scenes this got good performance boost.
  • Working in progress on Subsurface scattering.

Overlay-next

Metal backend

  • Some discussion has been done on supporting Intel/AMD on Metal backend. There are some issues, but using OpenGL for these devices also has down-sides. For now due to the close deadline to 3.5.1 release we will categorize them as known issues.
    • Legacy Intel platforms don’t start. Issue is already solved in MacOS 13.0. Still looking into the exact MacOS versions that solved the issue.
    • AMD GPU has issues when rendering the material preview. Disabling this feature is not desired as it is also used in asset creation pipeline. Downgrading to OpenGL can still be done by user in the user preferences.
  • Patch for bindless attachments (needed for Eevee-next) has been send in for review.

Vulkan backend

14 Likes

Hi, I’m curious about this, is this referring to a commit in main or in a branch? Or a specific area of code?

The object bounds is part of the volume compute shader patch for Eevee-next #107176 - WIP: EEVEE Next: Volumes - blender - Blender Projects. Quickly looking over it it seems to be related to volume objects.

Yes, as @Jeroen-Bakker pointed, the object bounds part is about optimizing the cells of the volume grid that volume objects render to.
It doesn’t improve anything related to Object_Runtime::bb or blenderkernel in general.