Blender 4.2 - EEVEE-Next Feedback

Typo in the migration guide!

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I was playing today with adding/managing asset browser and at some point I’ve noticed that Eeevee was recompiling shaders every time project was opened. Older .blend’s of project doesn’t have this issue - materials are instantly shown (current .blend didn’t have this issue until today, too). Is there something I should check before filling bug report?

EDIT: Scrap it, I don’t know why, but problem doesn’t persist now, after loading different revisions/blends of project, took few mins break and later project loaded textures/materials fine. I thought repetitive recompiling might been triggered by asset added through asset browser, but now I can’t be sure.

Since the release is within days, I’ll have to bring up issue #122369, as I believe it is a critical one.

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is it the same as this one ?

Is there a different limit to the number of shader nodes we can use in Eevee Next vs Legacy Eevee? And if so, is there a setting where we can control that, or a way to tell when we’re getting close to the limit?

I have a complex material that displays/renders just fine in Legacy, but displays purple in Next. Cycles works correctly, and if I delete/disconnect a bunch of nodes I can get it to display in Eevee Next. I’ve checked all the nodes individually and there are no unsupported nodes being used as far as I can tell.

My PC is a beast of a machine, running a rtx-4090.

Sounds potentially similar to this.

Ah, it does, unfortunately. Ok thanks for that info.

Hi, has anybody had the issue of blank render while using the glare node? If I change the layer to ViewLayer it shows correctly but obviously without my compositing. If I switch back to the composite, it seems if I click the backdrop button, it shows the compositie render correctly. However, when I render an animation, each frame is black. Does anybody know what causes this? Is this a bug?

I made a crash report about eevee failing althought I should probably have posted here instead, sometimes playing too much with some parameters I mention here makes blender crash. The bias in bias under Fast GI… Also I feel like when changing other parameters like shadow ray amounts a good amount of memory might be getting allocated, freezing the program, not sure if that’s more performance instensive than old eevee, it seems to work fast, but some documentation might be needed once 4.2 gets relased.

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This sounds like a bug, please make a bug report for it:

  1. Select from the top of Blender Help -> Report a bug
  2. Fill out the form with all the relevant information, including a simple .blend file that has the issue.

Just a reminder that we are in BCon 4, which means that only crashes are allowed to be fixed. But as this is an LTS release we can fix other issues and render improvements (like the banding issue) in upcoming updates.

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I want to see my bloom in real time in the viewport, how can I do that?This way, the results can be shown to customers more quickly. :blush:

Add a bloom node to your compositor (It’s a option in the glare node), then enable the viewport compositor.

The viewport compositor can be enabled in the window that appears when you click the little arrow in the top right of the 3D viewport when in a rendered viewport mode.

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Thank you so much. :smiling_face_with_three_hearts:

4.2 with EEVEE is not usable on Intel macOS anymore. As soon as I switch to EEVEE, Blender freezes, sometimes the entire OS freezes and I have to shutdown my MacBook Pro by holding the power button.
I cannot open files which were created with an older version as well and just edit them when they are saved with a viewport configuration where Material Preview or a Rendered view are acvtive, as this instantly crashes Blender. So in my opinion a huge regression for the 4.2 release.
I have no issues on an even older Windows tablet.

I have created an issue: #124852 - Intel macOS freeze when switching to EEVEE in 4.2 LTS - blender - Blender Projects

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Hi all, I’ve seen 2 blender user experienced this render view artifacts on 4.2. What might cause this problem?

Why my eevee render looks like this ( Blender 4.2 ) (youtube.com)

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Why is GI in Eevee under “Fast GI Approximation” ? Fast compared to what? It’s a fast alternative to what?

Unless there is proper non-approximated GI planned in near future for Eevee, then this rollout name makes no sense, and TBH even if there was such plan, it’d still not make sense. It makes sense in Cycles where it biases the path tracer, but Eevee’s GI will pretty much always be biased. It should just be called “Global Illumination”.

Also, how can I get specular reflection occlusion in Eevee next?
This is legacy Eevee:


The bounces onto surfaces not visible in screen space correctly fade to dark resulting in realistic occluded appearance.
In Next, no combination of the wonky technical parameters can make it look non-cartoony:

Setting max roughness to 1, effectively killing off any ray tracing solves the off screen hits but doesn’t solve the specular highlight occlusion:

This is Cycles result:


So it’s quite bizarre that legacy Eevee is much close to path tracer reference than Eevee next.

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It’s likely to be a driver bug. If the user can, they should update their GPU drivers as it may contain a fix.

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I noticed this some time ago but I don’t think this to be a bug, just obsolescence. Our Intel Mac’s are just too old. It’s annoying but it’s the way things are with technology. We can always download and use Blender 4.1, but no new toys for us. At least thats my opinion but I could be wrong, developers will tell you better

EEVEE-Next image doesn’t seem to have a shadow, you won’t have specular occlusion without a shadow to use IBL from.