Hello friends!
Such a nice surprise seeing Eevee-next now being called just EEVEE.
For me, when opening one of my existing EEVEE (legacy) scenes and changing the renderer to EEVEE, everything seems reasonable, except:
Motion blur → As soon I activate it makes everything look a mess;
Transparency → Didn’t investigated yet, but transparent objects seen trough other transparent objects seem to cause depth confusion;
Shadows → Even with the pool size of 1Gb a bunch of random shadow squares show up on most of the scenes when I rotate the viewport. Some fade away soon after I stop, but some don’t.
Still didn’t tried with a scene build from zero.
I have a RTX 3060 with 545 Drivers and Cuda 12.3 on Linux Mint 21.2
I looked around for any mention of the fact that Smoke/Fire Domains volumes aren’t rendering, but I couldn’t find any. #105672 - EEVEE-Next Volume Rendering - blender - Blender Projects Doesn’t seem to be listed as something that needed to be fixed either. Could this be a bug or is it simply not implemented yet?
About Thickness input in the Material Output node, according to this it controls “the thickness for translucency, refraction and volume shader”. I assume it’s not working right now? I don’t really see the difference.
Firstly, thank you devs for your continued amazing EEVEE (Next) developments.
Thank you also @sunkper for adding my report to your list.
Further simplifying the UI…
Denoising:
Based on hierarchical Denoising structure, appears the main enable/disable and ‘Spatial Reuse’ checkboxes perform the same function? If yes, could the UI be simplified (below)?
Apologies, need to create separate posts for each topic since currently only allowed on media item per post.
Thank you for your time and help.
My previous assumption was incorrect, can see there are two algorithms, one for Radius, the other for Shadow Softness.
Rather than two UI scale inputs, code wise, could both be combined into a single Radius scale providing a simpler and similar UI to Cycles?
(Since coding skills are not advanced enough, on the right is a visual code mock-up of how the two algorithms would transition from one to the other (behind the scenes) as radius is reduced / increased).
The only lights that seem to work in Apple Silicon builds are Sun, and World lighting. All other lights emit no light, and cast no shadows. There have been a couple alpha builds in the 4.1 run where the lights have worked, but we’re back to this again. I have the latest build from today, and just updated to the latest macOS version.
Will there be no global ambient occlusion factor control? I’ve seen some people use high factor value for a stylized effect in EEVEE.
Is there a reason why the default of normal bias in shadow settings is 0.02? With the new shadows as little bias as possible looks better to me, almost identical to Cycles.
Odd. This problem seems to be present only on the default workspace view of the 3D Viewport. If I switch to a different workspace and open the 3D viewport, the lights seem to work.
Default workspace is showing the lights for me. Do you have some app like Mesh Machine that changes default settings? Try loading from factory settings.
I join the hordes of those who are super eager to test EEVEE Next but can’t even start without the Shader To RGB node.
I would like to stress that for many of us the Shader To RGB isn’t a minor curiosity but a huge part of our Blender workflow - and one of the major selling points that make EEVEE so unique (and so envied) in the 3D world:
“I think the great advantage of blender for npr is the “shader to RGB” node cuz you can use the way an object reacts to light as a color pass for masks, textures and other effects”
“BRO YES i love the shader to rgb node! dont get me wrong, i would love it if it were in cycles, but eevee is already lightyears ahead of c4d.”
“Im just toying with c4d and redshift’s terrible support for non realistic shit and blender keeps pumping out bangers”
“So good. Reckon you’ll start moving to blender at some point ? Surely its gonna become industry standard within the next few years…”
Cant find the thread now… and i have not checked the code but shader to rgb is quite a hack to get it to work and can break with complex setups… There is probably a proper way to implement it but would need more work to do so…
In many different (and sometimes unpredictable) ways, the Shader to RGB node is part of the workflow of thousands and thousands of NPR artists around the globe. It would be a shame not not to prioritize this aspect of what makes EEVEE so unique and so far ahead of the competition.
It doesn’t matter if it can break- for Eevee Next to have feature parity with Eevee (the stated goal), it must have Shader to RGB. As it stands, Eevee Next cannot replace Eevee