Gobos are a theatre lighting technique:
OK then not a gobo or a flag, more like a technicolor strip system
Is Eevee Next going to allow for cryptomatte passes to have motion blur? I just came across this issue while setting up some renders for a project at work and I was certain it would work just as cycles (and also the manual says that)
I remember the plan is to add light nodes to EEVEE someday.
Though the task has been stale for years, it would be nice to at least get temporary support for simple light textures.
Hi all,
can we keep this thread focused around getting essential EEVEE-Next feedback. Questions about when do we get a specific feature or how does a specific feature work is off topic and better suited on other platforms.
Motion blur isnāt supported in cryptomatte/EEVEE. The wording in the manual is towards Cycles and should be updated to reflect this. Thanks.
Iāve been having a blast playing with Eevee Next lately. And found some bugs that may be worth mentioning here.
So shader editor displacement node may split up the edges if the shading is set to flat.
Also, I am getting random splotches of transparency from using the simple noise and displacement node together.
Another bug that Iāve noticed is displacement distorting the edges of the reflections, causing them to become jagged.
One more insight
If you going to use the old known fake aberration trick the Eevee Next returns a reddish picture, while the other render engine does just fine.
This is the latest 4.2.0 build
But overall, as I said before the evolution of the engine is insane, Iām dumbfounded by the results. Kudos to the devs!
Is there any specific reason the shadow pool size maxes out at 1GB? Many scenes I try with EEVEE Next get a āshadow buffer fullā error. Meaning that you seemingly have a much smaller limit on total shadow casters than EEVEE Legacy. Sometimes this can even happen with a single point light, though I donāt understand why.
Alongside shadow softness being less capable in certain scenarios, I feel like EEVEE Next has too many compromises if the intention is to replace EEVEE Legacy.
Displacement only works on smooth shaded geometry. The geometry requires vertex normals, that arenāt available when doing flat shading. It is mentioned as a limitation on the original commit and will also be documented in the manual.
Pretty much every mainstream commercial renderer Iāve used since 2009 had this very issue in the initial displacement implementation. Mental Ray, VRay, Corona, etcā¦ They all tried to pass it of as a known limitation but none of their userbases found it acceptable. Having to choose between correct shading and correct displacement was just impossible choice to make. So eventually the developers of all of these renderers had to bite the bullet and improve the displacement method to be smooth shading agnostic, when it comes to watertight geometry. I am 99.9% sure Eevee Next will have to follow the exact same path.
Considering that Blender is an open source platform, please feel free to contribute. Iām excited to see what you will come up with.
The cracks are indeed a current limitation, but you can workaround it by passing the per-vertex normal as a vertex attribute through geometry node and use that as displacement vector.
not sure if thats part of eevee, filtering options for aov would be nice, right now it renders opaque but would be cool to choose alpha blend/deep write/hashed etc
Relating to PR #118860, and in shadows in general - the PR does show some improvement, but why is this not possible?
@thorn-neverwake Because of how shadow mapping works. You render the scene from the lights perspective and everything that you can see is in light, everything you canāt is in shadow. That means the shadow resolution is limited by the render resolution of the shadow map.
Iām just finding it hard to believe/accept that in 2024, this is the best that can be expected in a 3D application.
I mean you can always find a case where something that is primarily supposed to be fast rather than accurate doesnāt look good. If you need perfectly accurate shadows, use cycles.
The stair stepping is meant to be addressed by PCF filtering, which just landed. That is not complete yet though, in the comments you can see some work in progress for improving sharp shadows filtering.
The changes in PR #118860 are orthogonal to this, a higher resolution base means the filtering can work better.
Eevee Legacy can handle this shadow case, so it seems a bit odd to say that Cycles is the only option and Eevee Next canāt
ā¦More than shadows is the transparency z-depth issues (referring more to current EEVEE, still didnāt tried the new transparency modes of Eevee-next)ā¦ I was recently playing Sonic Adventure on the Sega Dreamcast, from 1998ā¦ and I wondered why and how can it have dozens of layers of transparent objects, on top of each other (thereās a huge tower full of transparent and semi-transparent objects and floors), and still can tell easily the correct depthā¦ and Iām certain (feels that way) that some are like blender āAlpha Blendā and not just āAlpha Clipā.