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.
One idea I’d like to throw in, since I’d rather have a more customizable system. What about a new tab in the Properties Editor where you add Compositor effects in layers similar to modifiers and constraints? The effects could be compositor node groups marked as assets and select few nodes.
If I may ask, by curiosity and to compare, which are your machine specs!? Is it a recent PC?
I have a Ryzen 7 5800X, a RTX 3060 12Gb Vram and 64Gb of System ram and there’s not much diference between legacy and next… it’s really fairly close of each other… at render time Next/4.2 is even faster.
i5 3570,GTX 1050 ti 4gb Vram,12gb of system ram and 500gb ssd + 500gb hdd (Blender Installed on the ssd). I’m not expecting any huge performance improvement but I expect that it’ll be as fast/usable as legacy . EEVEE legacy serve me very well