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: June 19 22, 2023, 11:30 AM to 12:00 PM Amsterdam Time (Your local time: 2023-06-19T09:30:00Z → 2023-06-19T10:00:00Z)
Attendees:
- Brecht
- Jeroen
- Michael
- Miguel
- Omar
Eevee-next
- Code review started for GI. Overall the codebase is fine, there have been some missing features detected in the Metal backend.
- We discussed about all the open points that needs to be done before Eevee-next can be enabled for Blender 4.0
- World lighting patch is ready and needs to be approved; World lighting inside GI has been implemented, but can only be reviewed after the GI Patch has landed.
- Add support for viewport backgrounds.
- SSS patch is ready for review.
- AO patch is waiting for the world lighting.
- Hair rendering hasn’t been implemented (Both Workbench-next and Eevee-next)
- GI patch
- Soft shadows hasn’t been implemented. The approach is known, but no actual implementation has been done so far.
- Other topics to be aware off
- Refletion probes development hasn’t started yet. Might land after the initial enablement.
- There are concerns about the current platform availability
- Intel Integrated GPUs
- Metal backend stabilization
- More time this week will be spent on reviewing available patches.
Overlay-next
- Everything should be in except the ‘extras’. Extras is a specicial category of drawing inside the Overlay engine
- There is a design question about how to share drawing code between modules. Each object type in the overlay engine is developed as its own module. But some drawing code should be shared between onkect types.
Metal Backend
- Mostly worked on stabilization. Fixing test cases.
- Continued with the HDR enablement patch. The setting to turn on/off HDR will be a scene setting (part of color management)
Vulkan Backend
- Last few weeks most of the time was spent in making sure that the Vulkan backend could be used with Workbench (legacy).
- Normals are now calculated correctly. Issue was an initialization error in the Global state manager
- Add support to attach cubemap sides to a framebuffer
- Added support to attach a specific mipmap level to a framebuffer
- Added support to update mipmaps based on the data available in mipmap level 0
- Added support to for ImageViews separatnig usage from shaders and framebuffers
- Main issue remaining is that the depth values are stored in a different range compared to OpenGL. The depth of field currently reads incorrect data and places the focus point to a different depth. This should eventually be solved but is postponed for now to work on Workbench-next support.