Practical Info
This is a weekly video chat meeting for planning and discussion of Blender Viewport/EEVEE module development. Any contributor (developer, UI/UX designer, writer, …) working on Viewport/EEVEE 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.
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Next Meeting: 16 September 2023, 11:30 AM to 12:00 PM Amsterdam Time (Your local time: 2024-09-16T09:30:00Z → 2024-09-16T10:00:00Z)
Attendees
- Clement
- James
- Jeroen
- Miguel
EEVEE
- Messages in the viewport are now translatable
- [#125005 - Draw: Batch shader compilation for image render - blender - Blender Projects] Batch shader compilation for image rendering has landed
Overlay/Selection
- [#102179 - Overlay-Next - blender - Blender Projects] Tasks have been updated with some missing areas, which include paint overlays & uv overlay All other overlays are in review.
Metal
- Apple is working on OpenSubDiv support. This is an proof of concept and its goal is to figure out what needs to be done. The solution will not land directly in Blender main as there are other projects and developments that needs to be aligned.
NPR
- NPR pass has been rewritten from a screen space pass to a geometry pass
- All changes are in a branch [#127258 - NPR-Prototype: Initial implementation - blender - Blender Projects]. It is still early in development as it focuses on the technical decisions that needs to be made. These technical decision first needs to be agreed upon, before we can start on implementing user focused features.
- During the meeting there was a discussion about how geometry attributes are currently handled. This seems to be in line with what is expected. Geometry attributes are merged before drawing and access to the attributes are indexed using a name hash which is consistent.
Vulkan
Preparing vulkan to be part of Blender 4.3 release. The backend will still be experimental. See release notes for more details.
In the preferences user can select it preferred backend. When blender starts it tries to detect if that backend can be used (GPU supports our minimum feature-set). If that fails Blender will fall-back to its default backend and show a dialog with the error. In the console detailed information is logged about what feature could not be found.
There seems to be an issue with Intel iGPU support on Intel driver 30/31 which is being investigated. These driver don’t support VK_EXT_dynamic_rendering_unused_attachments
which we use to emulate subpass transitions. We might need to look for a different solution here.