This is a very ugly limitation because we can’t recompute the normals llike cycles does.
I tried to introduce a new displacement type for that reason. But there are issues with Cycles that need to be solved.
For the case of the feet of furniture or a character I often use just the AO node on the floor material… because I’m unsure if causes a performance hit when using more AO nodes ( I don’t know if each node calculates independently or if there is a global AO all the time happening).
Bottom line:
- On all the materials / both objects gives better quality yes!
- Because may use more memory (still to find out) I tend to use it only on the floors.
No luck with that, too
Unfortunately, it doesn’t seem to be working for me. Honestly its incredibly upsetting if this is how it’s supposed to be now.
The real-time implementation of displacement maps opens up a lot of possibilities, so I really hope it can be realized. Thank you.
Enabling Jittered shadows could help (it’s always enabled for final render, but you have to enable it manually in the viewport from Eevee sitting panel and the light itself)
I believe this is the shadow terminator issue. This is one of our primary target to fix in the next release as it is currently the most reported bug.
I didn’t look into detail about this whole area light leak but I think it is really a limitation of the shadow tracing at large angles. However there is an internally hardcoded bias to avoid too much light leak. It is currently set to 45°. Exposing it as a parameter might help, but I will have to test.
Also no luck, there’s my video demonstrating it + some turning around furniture, maybe it will give some ideas
you have to go to light properties, under shadows enable jitter. not only the main check box on Eevee sitting.
That helped a lot. There’s still some light coming through in certain areas, but it’s definitely a lot better than it was.
Hey, this is my interior short animation but I can not figure out how to improve my GI lighting as you can see it has some greyish artifacts on the ceiling and other not bounced areas @fclem @pragma37, @Jeroen-Bakker
The original plan table’s parallax, will there be further development on it?
Shadow buffer full = instant slowdown lol
When the Emission Strength in the Volume Shader is higher than 0, a box appears as shown in the attached image. In Legacy EEVEE, setting Distribution to 0 makes it disappear, but in EEVEE Next, there is no response. Should I write a bug report for this?
It has really slowed down my PC!!! Is there any solution??
@fclem @Jeroen-Bakker @pragma37 I have a bug or do not know exactly what is it. As you can see we cannot see “normal” shadows around legs of chair and table also in every leg-side of objects (it is unrealistic). It seems like “flying”:
For some reason ever since I updated to Blender v4.2.0, “EEVEE-Next” has been killing my editor. Whenever I am on material preview or rendered preview with EEVEE selected, the slightest change that I do, even changing the name of a node or object, my whole editor freezes for like 30 seconds. Not sure if everyone has this issue or not, as it could be a Mac only issue. But if anyone has any idea why this is happening or how to fix it, please let me know!
EEVEE 4.2 has slowed my computer right down!!!..if this keeps happening I’m going to uninstall this version altogether.