Oh, I see what you mean. Isolate on its own view layer, then that layer itself can be your post source. Yeah, I think that should work and doesn’t seem like much extra overhead.
Might involve a material override, also not that big of a deal… Sorry just thinking out loud…
Unfortunately, the ShadertoRGB node does not work properly with raytracing. Once you plug the diffuse shader into the ShadertoRGB node, all Raytracing (AO or GI) disappears.
Which makes it pretty useless as a shadow catcher. Having it at least retain AO would solve a lot.
BTW, I actually don’t need transparency or Blended mode. I use the World color in the floor shader instead. This keeps the floor opaque and it clips anything penetrating, similar to Cycles’ shadow catcher (image above has Suzanne penetrating the floor).
But the problem remains, as this method also needs the ShadertoRGB node to function properly. I fear I’ll have to wait for a proper shadow catcher in the future.
Good day to everyone! I have a question. Does Subsurface only work with light sources, or can it also receive scattered light from an HDRI card, similar to how it works in Cycles?
As much as I love EEVEE Next, it struggle a lot with high light count compared to EEVEE Legacy and the viewport performance is just abysmal (A scene with ton of point light in EEVEE Legacy managed to pull 10-15 fps but with Next it’s only 0.5-1 fps and somehow)… Also doing stuff like adding a material, turning on/off raytracing(or any other settings) in EEVEE Next cause Blender to froze for a solid 5-8 second or just straight up crashing.
Wish i can show the comparison between Next and Legacy,but i’m not allowed to upload file because I’m a new user
Compared to Legacy Bloom in the Render Properties, the new Bloom in the Glare node has very little options.
The new Bloom:
needs the compositor to be open and enabled.
requires a lot more node set-up for specific needs. This makes it extra complicated, and some of us lack that high-level technical skill.
only has 4 sizes. Scaling it with a blur node doesn’t work, as it would also scale an object’s light source. Would I have to clamp it? And no clue how to scale it lower than 6.
gives gradients a harsh cut-off that’s hard to fix (see image below)
To me, the old and the new Bloom seem like 2 different tools/functionalities. Is there a reason why they cannot co-exist?
I have a pipeline that is based on simplicity and efficiency, so the ability to quickly set Bloom and Color Management in the Render Properties is great.
If the reason is ‘because almost everything in the compositor can be visible in the viewport’:
does this mean that some color management properties (Exposure, Gamma, RGB Curves) will disappear from Scene Properties as well? Since that’s also in the Compositor.
what if I want to work with Bloom, but not with other nodes I’ve set up in the Compositor? Do I have to mute everything except Bloom?
I truly hope Bloom can come back in the Render Properties, as it’s such a powerful functionality for the real-time ‘experience’.
Try the latest version 4.2 blender release, they fixed the problems with a large number of light sources, in Next there are no restrictions on their number (64 thousand light sources), and in Ivi Legacy it is limited to only 128
And enable Max Shader Compilation Subprocesses in > Preferences > System
This should speed up the compilation of materials many times over
A few months ago Bloom only worked in compositor GPU mode… the CPU one was the old version… which is rather confusing… how is that now?
But here’s my Bloom setup to have it close to legacy:
The color ramp adjusts the bloom color and fade.
…To me I preferred it on the render settings as it was… but I can work with it this way too.
But yeah need the full tree compositor preview always ON… anyway… it’s not bad …before was good!
The point of having Bloom inside the the compositor is that you can choose how it is composited and it is possible to have it for any render engine.
There were discussion to add a small compositor preset with a few common functionality (vignetting, bloom, distortion etc) eventually right into the viewport shading panel or as compositor setting. This needs some more design and some developer to tackle this.
At least a dedicated Bloom node would be nice… now it’s lost inside the Glare…
A Bloom node with at least the Legacy features would be great.
The problem is that we were used to be simple and now feels complex…
The old bloom was better in every way. The new one uses the glare node which under certain circumstances introduces posterization and aberration of colors. I reported it as a bug but devs pointed that it was expected behaviour, alas it’s what we have to live with
It feels less of a choice when it becomes so much more complicated (ironically, by removing it from the Render Properties it gives us even less choice).
There are certain things in blender that make things easier, despite there being a sense of redundancy.
Examples:
whatever a vector math node does, the same can be done with separate/combine XYZ nodes and a math node
Gamma and Exposure are in Render Properties, but also in Compositor
Having all these options actually makes blender so great.
I must’ve missed the part where @fclem mentioned ‘into the viewport shading panel’.
Then the questions would be:
how confirmed is this? (from what I read, nothing is fully confirmed yet)
would this still require the Compositor to be enabled?
until it appears in blender, will 4.2 still be without this functionality?
No need to answer, just throwing it out there.
Mind you, I appreciate the effort to return some of the old functionality. But my concern is that the old system is removed before a proper replacement has arrived.
We don’t have any ETA about a more convenient system.
The current implementation of the Bloom node in compositor is indeed working as expected and can replicate the legacy Bloom, but it needs more setup around the node itself.
We acknowledge that this is less than ideal but will provide the equivalent node setup in the migration notes.
Thanks, it helped! Of course, the results are still different, but again I came across a discrepancy in the operation of HDRI cards. Here is an example of how it works in Cycles and EEVEE next.