Eevee: Option to Display Render Passes in the 3D Viewport #69476

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opened 2019-09-04 08:57:05 +02:00 by Jeroen Bakker · 14 comments
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Feature to display the output of a render pass directly in the 3d viewport rendered shaded mode.

  • In the rendered popover the user can select the render layer to be shown.
  • by default the first renderpass will be selected (Combined pass)
  • The viewport will display the selected render layer
  • Also possible to select renderpass that have not been enabled in the active viewlayer.

We have implemented this already for cycles. This task is for the EEVEE side of the implementation

image.png

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.

Feature to display the output of a render pass directly in the 3d viewport rendered shaded mode. - In the rendered popover the user can select the render layer to be shown. - by default the first renderpass will be selected (Combined pass) - The viewport will display the selected render layer - Also possible to select renderpass that have not been enabled in the active viewlayer. We have implemented this already for cycles. This task is for the EEVEE side of the implementation ![image.png](https://archive.blender.org/developer/F8074801/image.png) 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.
Jeroen Bakker self-assigned this 2019-09-04 08:57:05 +02:00
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Added subscriber: @Jeroen-Bakker

Added subscriber: @Jeroen-Bakker

Added subscriber: @txo

Added subscriber: @txo

Added subscriber: @brecht

Added subscriber: @brecht

The Cycles part was done. Are there plans to do this for Eevee too? If so this task could be renamed.

The Cycles part was done. Are there plans to do this for Eevee too? If so this task could be renamed.

Added subscriber: @lsscpp

Added subscriber: @lsscpp

About this part:

"As each render engine has its own render passes switching render engines will make the option become invalid. This will lead that the user always needs to select the render pass after switching render engines. We might do some trickery for matching render passes to limit this. Or we could store the active renderpass per viewport and render engine."

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

About this part: > "As each render engine has its own render passes switching render engines will make the option become invalid. This will lead that the user always needs to select the render pass after switching render engines. We might do some trickery for matching render passes to limit this. Or we could store the active renderpass per viewport and render engine." 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.

We left defining the settings entirely to the render engine, so there's no problem to solve regarding render pass naming.
Brecht Van Lommel changed title from 3D Viewport: Option to Display Render Passes in the 3D Viewport to Eevee: Option to Display Render Passes in the 3D Viewport 2019-09-17 11:11:55 +02:00
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Added subscriber: @fclem

Added subscriber: @fclem
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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.

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.
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Added subscriber: @JulienKaspar

Added subscriber: @JulienKaspar

Added subscriber: @PiotrZgodzinski

Added subscriber: @PiotrZgodzinski

Removed subscriber: @PiotrZgodzinski

Removed subscriber: @PiotrZgodzinski
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Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
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Closing this issue as it has been implemented in Blender 2.82

Closing this issue as it has been implemented in Blender 2.82
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Reference: blender/blender#69476
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