Eevee: Option to Display Render Passes in the 3D Viewport #69476
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Reference: blender/blender#69476
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Feature to display the output of a render pass directly in the 3d viewport rendered shaded mode.
We have implemented this already for cycles. This task is for the EEVEE side of the implementation
The question is that eevee is used for final render (when selected as scene render engine) and for material preview, where it can even be used to preview other render engines. When eevee is selected as scene render engine we could display the option in the material preview and the viewport rendered mode. We can share this option or we could add a specific option per mode.
When cycles is selected it is not easy to share the selected renderpass option between eevee and cycles as:
a. the selected option of cycles is stored in cycles, not is blender. Reason for this is that avery render engine can have their own render pass and might not be similar to renderpasses that eevee provides
b. eevee only implements some of the renderpasses. eventually others will be added.
Some possible solutions would be:
a. Do not show renderpass selection in material preview.
b. Only show renderpass selection in material preview when scene render engine is eevee. The option is linked with the eevee render preview renderpass selection.
c. Only show renderpass selection in material preview when scene render engine is eevee. The option is not linked with the eevee render preview renderpass selection.
d. Always show the renderpass selection in material preview. This option is not linked to the selection in the render preview mode.
e. Always show the renderpass selection in material preview. This option is linked to the selection in the render preview mode if the scene engine is eevee.
after receiving input from artists the renderpass selection in material preview mode is important independent of the selected scene render engine. So option a, b, c are thrown in the bin. Option e is currently the one that is the most useful in the long run as more settings are shared between these modes.
Added subscriber: @Jeroen-Bakker
Added subscriber: @txo
Added subscriber: @brecht
The Cycles part was done. Are there plans to do this for Eevee too? If so this task could be renamed.
Added subscriber: @lsscpp
About this part:
I think that it could be an easy job for addon coders to match Blender's naming of the render passes. They are often standards: Combined/beauty, color/albedo, glossy, indirect etc... If I want to show my albedo pass I'll tell the addon it is the diffusecolor "slot", and so on. If my renderer has a pass that blender doesn't then, ok revert to the last used when I switch back to Cycles
We left defining the settings entirely to the render engine, so there's no problem to solve regarding render pass naming.
3D Viewport: Option to Display Render Passes in the 3D Viewportto Eevee: Option to Display Render Passes in the 3D ViewportAdded subscriber: @fclem
I did a research on supporting this in EEVEE. The current renderlayers in EEVEE does CPU post processing. We should make a GLSL shader to perform the post processing. This way we can do it per sample and have an interactive renderlayer preview. We should remove the CPU based post processing. Will check with @fclem what his ideas are.
Added subscriber: @JulienKaspar
Added subscriber: @PiotrZgodzinski
Removed subscriber: @PiotrZgodzinski
Changed status from 'Confirmed' to: 'Resolved'
Closing this issue as it has been implemented in Blender 2.82