@WangZiWei-Jiang The goal is to support arbitrary stylized shading in a way that works consistently with all render features, not just for primary rays.
Rigging and tool-based features are not…
What I was thinking is that could we send the results from NPR Sample accumulation back to e.g. material to affect shading that way? (Well probably not cause I guess the…
@nickberckley
I get the reason its desirable to have nodes work between Cycles and EEVEE
Nope, the reasons are way more involved than that. This is from a previous design mailing thread. The…
@filedescriptor I've just checked with Clément about the EEVEE-GP plans. There's stuff to figure out, but in any case, I think the right way to go is to solve it at the EEVEE level first.
If…
@ChengduLittleA I'm not sure I follow your reasoning.
The engine always receives a per-render-sample G-Buffer, not a converged one. It's actually the task of the NPR engine to generate the…
@filedescriptor The idea is that the NPR renderer doesn't render the meshes itself, it just receives a G-Buffer with the geometry already rendered. So the NPR renderer doesn't care about meshes…
I think it's worth giving a try to the @aras_p suggestion, especially since we will have to do something along those lines regardless of the compilation method.
That said, that's not going to…
the main friction point is the cost of material compilation.
Doesn't seem to be the case for all materials: https://devtalk.blender.org/t/blender-4-2-eevee-next-feedback/31813/416
My…
I'm leaving here my GPU_shader_create_from_info
times for reference:
eevee_shadow_tag_usage_opaque : 0.113712s
eevee_shadow_tag_usage_transparent : 0.878801s
eevee_deferred_planar_eval :…