EEVEE-Next #93220
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Reference: blender/blender#93220
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Overview of tasks and plans for the initial release of EEVEE Next, in Blender 4.2.
Additional features will be added throughout the lifetime of the 4 series.
Tasks before release
What tasks needs to be done after EEVEE-Next is made default and before Blender 4.2 is branched of.
Shading
Shadows
Python API
Versioning
Alpha Clip
materialOther
Completed work
Main features currently implemented:
Grease pencil object are now treated as any other geometry and fully compatible with the shading pipeline.(Full support has been delayed as it requires more design)Motion Vector
Film
Camera
Motion Blur
Shading
Bump Mapping support.
Shader to RGB support.
Vertex Displacement support
Single pass HiZ using compute shader.
#105868 Deferred Shading.
#116070 Translucent BSDF support.
#118256 Sphere probe convolution
#118079 Fix noise in clearcoat materials
#118589 Support light objects in refraction
Update the light probe pipeline as we went away from the random sampling approach
Make Translucent BSDF work with indirect lighting in Dithered mode. Currently this isn't supported by EEVEE-Legacy.
Fix SSS (shadowing problem, need split light eval pass).
#120329 Make thickness consistent accross BSDFs.
#120384 Implement thickness output behavior and options.
#120866 Add direct/indirect light clamping options & consistency.
Light
Shadows
Make a decision if we want to keep shadow pass monochromatic or colored.Postponed until we have shadow catchers.Render Passes
Global Illumination
Volumetric
Performance
UI
Changed status from 'Needs Triage' to: 'Confirmed'
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Is this: https://developer.blender.org/T68478 really missing from the list or is it part of some other feature in the list?
I am asking because lack of almost any feature in this list is nowhere near as big of a pain point as the fact currently, when using any HDRI lighting, users have to keep two separate lighting setups for Eevee and Cycles, and also spend substantial amount of time creating Eevee HDRI light ligth based on rough calibration by the Cycles reference. Then, every time when switching between Eevee and Cycles, the user has to either swap the light rigs, or use the less physically based (with scene lights in place of HDRI hotspots) Eevee light right also with Cycles.
Furthermore, majority of users do not even posses the skill and knowledge to pull off an Eevee HDRI light rig that's at least remotely closer to correct HDRI illumination. Aside from getting the light intensities, colors and radii right, one also has to do numerous hacks with ray switching in world shader to ensure that directly visible environment is unclamped for tone mapping and bloom to work correctly, while at the same time making sure that diffuse contribution of the world shader is clamped so that the light is not doubled.
Solving this issue would significantly improve both Eevee workflow as well as image quality produced by users to average skill level, since diffuse illumination from HDRIs would not longer be extremely incorrect.
Unless the Ray Tracing section of this list includes diffuse illumination from the world shader with HDRI texture support, then even if every single feature on this list would be completed, most users would still produce images of significantly degraded quality unless they posses the quite advanced knowledge to work around it described above.
@Rawalanche I will add it to the list of features that may be tackled after the rewrite. I would not consider it a blocker since it is a new feature and is not fundamentally a missing part of the pipeline.
The Raytracing changes does improve this use case but still introduce too much noise. So I think sun light extraction is still a needed feature.
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Moderation note This is not the proper place for user feedback or feature requests. Please check this for appropriate places: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests
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Again, please don't use this task for feature requests or user questions! There are other channels for this: https://wiki.blender.org/wiki/Communication/Contact#User_Feedback_and_Requests
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Please keep this task on topic! This task is for developers and should focus on code design and review. Please refrain from further user questions, including asking for a build, asking for a merge ETA, examples, comparison with other software and so on... It is also too early for bug reports. Thank you for your understanding.
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Like any other online platform, there are rules here as well. I explained this several times before. One again:
Please keep this task on topic! This task is for developers and should focus on code design and review. Please refrain from further user questions, including asking for a build, asking for a merge ETA, examples, comparison with other software and so on... It is also too early for bug reports. Thank you for your understanding.
Or in more simple words: If you are not a developer, working on the EEVEE rewrite, this is NOT the right place for comments.
Please help to keep this platform clean for developers and use places like blenderartists for user discussions. Thanks.
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An update is long overdue.
This task has accumulated many delay due to multiple things.
The major reason is that during the middle of the rewrite, I was facing major technical difficulty caused by limitations from our GL 3.3 requirement. So at some point I took the decision to make use of more modern techniques and drop support from older hardware. We are aiming to require GL 4.3 capable hardware in the near future. However this means that we cannot rely on the GL implementation on Apple computers. So I had to sidetrack to another project to make sure that shaders will be compatible with Vulkan and Metal (D13360).
Comming back to the rewrite I had to redo many things a second time to use the more modern way to do things. This was needed for performance reasons.
But with all the added delay and without much real testing possible (because of feature incompleteness and plethora of TODOs) it was starting to feel like a never ending project. So we decided to start pushing the developpement into
master
in an attempt to guide the developpement using feedback from the Blender Studio. The new implementation is hidden under a new experimental option (59f53f5802
). My goal with this is to merge theeevee-rewrite
branch into master bit by bit making sure each feature is polished. The GPU module changes needed are already in master.I'll resume my weekly reports on my [wiki section ]] for the week to week updates. For important milestones and feedback, I created [ https:*devtalk.blender.org/t/eevee-next/23570 | this topic on devtalk .
I would like to thank everyone who showed interest in this task.
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Possibly a dumb question, but if Apple support means having to sidetrack to support Vulkan and Metal, why not just use Vulkan as the base for all platforms instead of GL 4.3? Or did I misunderstand something?
@Rawalanche having shader syntax compatible with vulkan is an important step into this direction. Having a production ready fully working vulkan backend takes (a lot) more time. Bumping the version to OpenGL 4.3 would make it easier to transition to vulkan.
I see. I did not know upgrading GL version is/could be just intermediate step on the road to Vulkan backend. That's why I asked :)
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Thank you so much Clement, this was all I wanted! I wish you the best of luck with the project, I know nothing about program development but an eevee rewrite sounds like a lot of work. Also sorry Thomas for all the trouble, just wanted to thank Clement :D
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EEVEE rewriteto EEVEE-NextHey, sorry to bother but I thought this was the right place to ask: is Light Linking planned to release with Eevee Next, too? I have searched for it on the web but I haven't found any answer, thus my question. Thanks!
@jimix85 No, light linking isn't planned to be implemented in EEVEE-Next first release and isn't listed here. It might be implemented at some point but I can't say when. But it is already implemented for Cycles and planned for the 4.0 release.
I deleted @dodo-2 's comment to avoid confusion.
Also these general questions are more suited toward https://devtalk.blender.org/ or https://blender.chat/ . This is a coordination task.
Are there any plans to expose a setting to choose the number of screen space ray samples per pixel? Could help with removing noise from the SSGI result in situations where it's very noisy but is the only thing which is noisy in the render, to avoid increasing the sample count for the entire render. Could offer faster render times in such situations.
Similarly, is there some kind of interval value for the radius of "spatial reuse"? And is this something we could potentially adjust as well?
I have noticed a regression from the legacy EEVEE, and some other problems related to the implementation, not bugs.
VSM, aside from the alpha-state-related bugs, has a lack of necessary features such as:
The jittering approach used in legacy EEVEE effectively has infinite layers of shadow casters calculated, as for each random point on the light source, it re-calculates the shadow map. On the other hand, EEVEE next's VSM lacks multi-layer shadow casters, leading to light leaks with too soft light sources.
An example here:
Cycles for reference:
EEVEE Next:
EEVEE Legacy:
As can be seen, there is a light leakage in the shadow of the pot.
The examples above also show another problem, which is related to the type of filter used for the shadows. I didn't look at the code, but it seems like a Gaussian kernel weight rather than a poisson disk shape - which is the physically correct shape for a light source like the sun and most other light sources. Also, the filtered results appear to be blended with the unfiltered results, leaving an unnatural penumbra and a lot of jaggies in some scenes.
The example here shows what I'm talking about:
This is with precision set to 1.0.
This one is with precision set to 0.85.
The lower the precision goes, the faster it looks blocky when the ray length increases.
3- The SSRT implementation can have a better temporal accumulation and sampling. It never converges to an acceptable amount of noise:
Off:
On:
I'd suggest using a larger kernel and a better clipping/blending approach for history. My preferences are a 77 kernel and an intersection with trivariate Gaussian ellipsoid instead of AABB (if AABB is the current approach), it has a very low energy loss in my experience and is also better at removing ghosting.
Btw, I can help with the SSGI denoiser if the team agrees that it needs improvements. I don't like to do something with 0 hope for it getting merged.
Please keep this task clean. For EEVEE Next feedback there is https://devtalk.blender.org/t/blender-4-1-eevee-next-feedback/31813. Feature requests and suggestions are for https://blender.community/c/rightclickselect/
@MJ.Ehsan I'm sorry I didn't see your comment when it was posted. The denoiser definitely needs more love but there is so many areas to improve already that any help is welcome. If you are interested in contributing you can join the
#eevee-viewport-module
channel on https://blender.chat/ .Shader to RGB is not fully supported with feature parity from EEVEE-Legacy yet. Refraction to Shader to RGB is missing.
#123017
All tasks have been completed. We are now in bug fixing.
Closing this task and opening #123505 for continuous development.