I found the whole situation with the pool size to be odd; I normally jack all the shadows in Legacy to 4K/max, so in Next I went with the 1G pool size.
Glitches everywhere, shadows disappearing… I think I knocked it down to 256M, and - ok, artifacts seem to be gone, i guess (at least in my testing scenes). So, max not necessarily a great idea contrary to how one might normally think about it. Will definitely need good details in the user manual on this.
Trying out reflections again. Reflections seem to be where they was a couple of months ago… I’ve been trying to use various scenes, even ones that have been built from scratch in 4.1, as to hopefully bypass any older versioning compatibility issues.
Windows 11/Nvidia 4090
First Image - Eevee Next: Missing objects in the reflections are really common. Sometimes switching “bump” to “bump and displacement” in an material’s setting will make an object reappear in the reflection; usually not though.
Very low reflection resolution seems to be default. I can’t find a way to increase the reflection resolution.
Second Image - Eevee Next (Reflection Cube Map and Reflection Plane): With a Reflection Cube Map and Reflection Plane the reflection can clean up a bit but the materials can be completely wrong. And Shadows in the reflection disappear.
Does anyone know why Eevee Next materials have a switch in transparency blend mode, for z fighting geometry to turn off backfaces? In legacy Eevee they simply added on top of each other now they dither
Is there any plan to implement the ability to use textures for lighting in Eevee Next? Alternatively, are there currently any methods to apply textures to lights in Eevee Next?
I tried this gobo technique for additive mixing, I tried mixing 3 coloured sun lamps with colour seperated gobos but I couldnt register the shadows correctly for a good mix. You can try faking it with texture projections but that means editing every material.