EEVEE: Add options for fast refraction evaluation #122979

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opened 2024-06-10 01:15:08 +02:00 by Clément Foucault · 2 comments

EEVEE-Next removed support for screen space refraction inside Blended material.

However, the current way of only relying on light probe for refraction is less than ideal for really fast are high quality thin glass (window, windshield, etc...).

We need an efficient way to render refraction as transparency, eventually with distortion and blurring.

I propose to add a setting to define the way refraction is rendered with Blended materials.
This setting would be an enum with the following values:

  • Light-Probe
  • Transparency
  • Transparency and Distortion

It is uncertain if Transparency and Distortion is needed or if distortion should always be enabled with the transparency option.

For distortion, the implementation would be quite straight forward with an accumulation pass to accumulate distortion and blur amount, and another pass to blur the opaque radiance.

Unknown:

  • This requires to split the transparent pass so that the opaque pass can be filtered/distorted before applying the transparent pass. This means that the transparent pass need to contain colored transparency.
  • What happens to the transparent render pass in this case?
EEVEE-Next removed support for screen space refraction inside `Blended` material. However, the current way of only relying on light probe for refraction is less than ideal for really fast are high quality thin glass (window, windshield, etc...). We need an efficient way to render refraction as transparency, eventually with distortion and blurring. I propose to add a setting to define the way refraction is rendered with `Blended` materials. This setting would be an enum with the following values: - Light-Probe - Transparency - Transparency and Distortion It is uncertain if `Transparency and Distortion` is needed or if distortion should always be enabled with the transparency option. For distortion, the implementation would be quite straight forward with an accumulation pass to accumulate distortion and blur amount, and another pass to blur the opaque radiance. Unknown: - This requires to split the transparent pass so that the opaque pass can be filtered/distorted before applying the transparent pass. This means that the transparent pass need to contain colored transparency. - What happens to the transparent render pass in this case?
Clément Foucault added the
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labels 2024-06-10 01:15:08 +02:00

Is there an additional setting to activate to get a transparent background?
I remember there used to be an option to create transparent glass that would see-through the material in the render options.
At the moment the (world) environment is also reflected.

image

Is there an additional setting to activate to get a transparent background? I remember there used to be an option to create transparent glass that would see-through the material in the render options. At the moment the (world) environment is also reflected. ![image](/attachments/e4416464-62c3-4c4c-a48f-6f41a02e08b1)
945 KiB
Clément Foucault added this to the 4.3 milestone 2024-06-20 19:01:37 +02:00
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Really looking forward to this! Will wait patiently.

Really looking forward to this! Will wait patiently.
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Reference: blender/blender#122979
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