2024-03-18 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 25, 2023, 11:30 AM to 12:00 PM Amsterdam Time (Your local time: 2024-03-25T10:30:00Z2024-03-25T11:00:00Z)


  • Clement
  • Jeroen
  • Miguel
  • Michael


Currently there are many PR’s in review state and will be reviewed as soon as possible. The goal is to finish most of the work this month.

PRs in review

  • Last week viewport pixel size landed, but introduced several regressions with film overscan and border rendering. When fixing these issues also some missing parts in the border rendering where detected.
  • Sphereical Harmonics Horizon scan optimization is in review.
  • Volume merge voxelization performance.
  • Volume rendering only used the ambient term, but now also used the directional term (so you have directional lighting from indirect lighting).
  • Spherical harmonics world extraction. It now considers all the LOD0 pixels. This can later to be used for world sunlight extraction that can replace the lost lighting that is caused by the clamping of the world lighting. This will eventually create shadows from world HDRI. It is unsure if this part will be in the initial release
  • Fixed discontinuities shadow rendering at cubemap face transitions of local lights. Solution hashes the face index into the sampling, to make the issue less visible.
  • Shadows resolution and scale option per light.
  • Disabling motion blur in viewport without playback

PRs in development

  • Dithered shadow transparency.
  • Shadow matrix offsets for light bleeding. unknown if it is really needed for the initial release. Easy to implement, but unsure which priority it has.


  • Mostly bug fixes on Metal backend.
  • Time was spent in researching AMD issues with EEVEE-Next on the Metal backend. Expected that most issues are GPU resource synchronization issues. But leads to very different render results.
  • There are some texture format issues where AMD doesn’t support read/write. we might need to use a less efficient texture format to mitigate it.