NPR Prototype (To Dos) #127354

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opened 2024-09-09 17:30:36 +02:00 by Miguel Pozo · 7 comments
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This is a list of the features we would like to support for the NPR prototype.
We want to support as many as we can, to get as close to the "full picture" as possible, but we may have to cut corners for features that would take too much development time.

  • Core (NPR Step and Node Tree) #127258
  • Texture Sockets #127591
  • Shader Node Zones #128862
  • Script Node
  • Custom Refraction (Mesh-Based Compositing) #127591
  • Multi-Layer Refraction #129590
  • AOVs #127927
  • Light Linking #127514
  • Shadow Linking #127514
  • Custom Light Loops: #129402
    • Shading WorldPosition ?
    • Self-Shadows detection ?
  • Built-in Filters:
    • Built-in with implicit inputs:
      • Curvature
      • Cavity
      • Rim
    • Built-in with explicit inputs:
      • Kuwahara

Dependency Graph

flowchart LR
    C(Core)
    IF(Implicit Input Filters)
    EF(Explicit Input Filters)
    SN(Script Node)
    TS(Texture Sockets)
    CR(Custom Refraction)
    MLR(Multi-Layer Refraction)
    LSL(Light/Shadow Linking)
    SNZ(Shader Node Zones)
    CLL(Custom Light Loops)
    SO(Shading Offset ?)
    SS(Self-Shadow detection ?)
    AOV(AOVs)

    classDef done stroke:#3A3;
    class C done;
    class TS done;
    class CR done;
    class LSL done;
    class AOV done;
    class SNZ done;
    class CLL done;
    class MLR done;


    C --> TS
    C --> IF
    C --> LSL
    TS -.-> SN
    TS -.-> CR -.-> MLR
    TS -.-> AOV
    TS --> EF
    SNZ --> CLL
    CLL -.-> SO
    CLL --> SS
    LSL -.-> CLL

Dotted line means soft dependency

This is a list of the features we would like to support for the NPR prototype. We want to support as many as we can, to get as close to the "full picture" as possible, but we may have to cut corners for features that would take too much development time. - [x] Core (NPR Step and Node Tree) #127258 - [x] Probes support #129698 - [x] Texture Sockets #127591 - [x] Shader Node Zones #128862 - [ ] Script Node - [x] Custom Refraction (Mesh-Based Compositing) #127591 - [x] Multi-Layer Refraction #129590 - [x] AOVs #127927 - [x] Light Linking #127514 - [x] Shadow Linking #127514 - [x] Custom Light Loops: #129402 - [ ] Shading WorldPosition ? - [ ] Self-Shadows detection ? - [ ] Built-in Filters: - [ ] Built-in with implicit inputs: - [ ] Curvature - [ ] Cavity - [ ] Rim - [ ] Built-in with explicit inputs: - [ ] Kuwahara --- ### Dependency Graph ```mermaid flowchart LR C(Core) IF(Implicit Input Filters) EF(Explicit Input Filters) SN(Script Node) TS(Texture Sockets) CR(Custom Refraction) MLR(Multi-Layer Refraction) LSL(Light/Shadow Linking) SNZ(Shader Node Zones) CLL(Custom Light Loops) SO(Shading Offset ?) SS(Self-Shadow detection ?) AOV(AOVs) classDef done stroke:#3A3; class C done; class TS done; class CR done; class LSL done; class AOV done; class SNZ done; class CLL done; class MLR done; C --> TS C --> IF C --> LSL TS -.-> SN TS -.-> CR -.-> MLR TS -.-> AOV TS --> EF SNZ --> CLL CLL -.-> SO CLL --> SS LSL -.-> CLL ``` *Dotted line means soft dependency*
Miguel Pozo added the
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labels 2024-09-09 17:30:37 +02:00
Miguel Pozo added this to the Viewport & EEVEE project 2024-09-09 17:30:38 +02:00

Thanks @pragma37 this looks exciting!

Thanks @pragma37 this looks exciting!

Hi @pragma37 I noticed in the dev notes that there were design discussions that needed to be resolved before progress could continue on the project - is this something that you want general feedback on, or is this more of a between developers discussion?

I've tried the prototype a few times and I have to say that I'm very impressed!

It took a few minutes to figure out exactly how I was supposed to use it, but once I got into the swing of things I had a green Principled BSDF with a blue gradient NPR node setup, and a red light shining on it, and I had a beautiful and dynamic mix of all three!

I am beginning to see the power of this system, though I have only done simple shading tests.

Two things stuck out when I was using the system:

  • it would be nice to initialize a new NPR node tree with an Input and Output node - the Combined Color output connected to the Color output - that way the user gets instant feedback that the system is working, and can tell that the BSDF and NPR nodes can work together
  • I found myself wanting to Tab back and forth between NPR and Object shader types - might be nice to have this as a shortcut to toggle or cycle shader types

Thank you and Chris for all your work, and everyone else who is contributing!

Hi @pragma37 I noticed in the dev notes that there were design discussions that needed to be resolved before progress could continue on the project - is this something that you want general feedback on, or is this more of a between developers discussion? I've tried the prototype a few times and I have to say that I'm very impressed! It took a few minutes to figure out exactly how I was supposed to use it, but once I got into the swing of things I had a green Principled BSDF with a blue gradient NPR node setup, and a red light shining on it, and I had a beautiful and dynamic mix of all three! I am beginning to see the power of this system, though I have only done simple shading tests. Two things stuck out when I was using the system: - it would be nice to initialize a new NPR node tree with an Input and Output node - the Combined Color output connected to the Color output - that way the user gets instant feedback that the system is working, and can tell that the BSDF and NPR nodes can work together - I found myself wanting to Tab back and forth between NPR and Object shader types - might be nice to have this as a shortcut to toggle or cycle shader types Thank you and Chris for all your work, and everyone else who is contributing!
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Member

@SpectralVectors Thanks!

Those design discussions are technically oriented, mostly about figuring out how NPR features would affect the internal implementation of future EEVEE versions.

We will open a thread on Devtalk for user feedback soon.

I agree with your suggestions. We may not have time to focus too much on usability features for the prototype, but basic things like these should be supported.

@SpectralVectors Thanks! Those design discussions are technically oriented, mostly about figuring out how NPR features would affect the internal implementation of future EEVEE versions. We will open a thread on Devtalk for user feedback soon. I agree with your suggestions. We may not have time to focus too much on usability features for the prototype, but basic things like these should be supported.
  • I found myself wanting to Tab back and forth between NPR and Object shader types - might be nice to have this as a shortcut to toggle or cycle shader types

On that, in the 3D viewport the Tab key is used to change the Object Interaction modes with a pie menu (when a setting is enabled), can't that just be re-used for switching shader types in the shader editor since it's already a familiar interaction the Tab key doesn't seem to be used in it?
This could probably apply to all Editor Types that use this kind of drop down.

> - I found myself wanting to Tab back and forth between NPR and Object shader types - might be nice to have this as a shortcut to toggle or cycle shader types On that, in the 3D viewport the Tab key is used to change the Object Interaction modes with a pie menu (when a setting is enabled), can't that just be re-used for switching shader types in the shader editor since it's already a familiar interaction the Tab key doesn't seem to be used in it? This could probably apply to all Editor Types that use this kind of drop down.

Have spent some time with the Sept build, and the one from earlier this week. So far I'm seeing some promising things here.

One thing I'm missing is outputs on the NPR node for self-shadows. This is nice feature in goo engine, so I'm hoping we'll see it here as well.

Terminators from sun lights still seem a bit hit or miss in the NPR build, and I'm also sometimes seeing that small "hazy shadow overlay" look that Eevee Next brought about. Will keep an eye on this to see if/how it improves as the NPR engine falls more into place.

Have spent some time with the Sept build, and the one from earlier this week. So far I'm seeing some promising things here. One thing I'm missing is outputs on the NPR node for self-shadows. This is nice feature in goo engine, so I'm hoping we'll see it here as well. Terminators from sun lights still seem a bit hit or miss in the NPR build, and I'm also sometimes seeing that small "hazy shadow overlay" look that Eevee Next brought about. Will keep an eye on this to see if/how it improves as the NPR engine falls more into place.
Author
Member

@xZaki @thorn-neverwake I've opened a feedback thread on Devtalk.
Please, post your feedback/questions there. :)

@xZaki @thorn-neverwake I've opened a [feedback thread on Devtalk](https://devtalk.blender.org/t/eevee-npr-prototype-feedback). Please, post your feedback/questions there. :)
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Member

@marquis Please, post your questions on the devtalk thread.

@marquis Please, post your questions on the devtalk thread.
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