Reference image from Unreal Engine 4, room design by NasteX Like force fields, probe should be empty objects with their own drawing code. Although this is faster (and easy to work with) it fails in corner cases (when lights end up cancelling themselves).Įevee will support spherical harmonics, leaving cubemaps solely for baked specular results. However this is slow since it requires computing the diffusion for every texels.Ī known compromise is to store low frequency lighting informations into a set of coefficients (as known as Spherical Harmonics). The more accurate way is to use a cubemap to store the result of the diffuse shader. There are multiple ways to represent the irradiance of the scene, such as cubemaps and spherical harmonics. Visual representations of the first few real spherical harmonics, from wikipedia Otherwise we get a terrible performance (see PBR branch :/), and a very noisy result. We can’t support glossy with roughness reflections without prefiltering (i.e., blurring) probes. Glossy rough shadersĪgent 327 Barbershop project by Blender Institute – rendered in Cycles, reference of Glossy texture in wood floor Time cache should also be considered, for responsiveness. blend for quick load while probes are generated. Spherical harmonics (i.e., diffuse only) can be stored in the. We need the viewport to always be responsive, and to have something to show while probes are calculated. This makes the scene objects to influence each other (reflections, diffuse light bounce, …). We will support pre-rendered HDRI followed by in-scene on-demand generated probes. More advanced techniques will be supported later, like: That said, the Cycles fallback option should be enough to get users to jump into Eevee from early on. Convert / Replace Blender InternalĪfter we have a working pipeline with Eevee we should tackle compatibility of old Blender Render files. Multiple engines, one material, what to do?Ī material that was setup for Cycles and doesn’t have yet an Eevee PBR Node should still work for Eevee, even if it looks slightly different. So although we want to support Eevee own output nodes, we plan to have a fallback solution where other engine nodes are supported (assuming their nodes follow the PyNode Shader system mentioned above). UI/UX solution for multi-engine material outputs This way each (Python) Node can have its own GLSL shader to be used by the engine. For this to work effectively we also need to implement the PyNode Shader system. Since Eevee goal is not feature parity with UE4, don’t expect to see all the UE4 uber shaders here (car coating, human skin, …).Īn Uber shader is mainly an output node. We will implement the concept of Uber shaders following the Unreal Engine 4 PBR materials. Things are lit and well, but we still need materials to respond to it. Eevee render environment 2.8 Offline#For offline Eevee rendering (i.e., playblast) we can crank that up and raise the bar. For the realtime mode of Eevee we will follow the shadow buffer implementation we have in Blender now. But realistic smooth shadows are computationally expensive. We all like our shadows smooth as a baby butt. We will also need to rework the light panels for the Eevee settings since not all settings make sense for realtime. The implementation implies we expands the GGX shader to account for the UBO data. Next we can support specularity in the shaders, and expand the light support to include area lights. For the tech savy: we will use UBO (Uniform Buffer Object) with the scene light data to prevent re-compiling the shaders. Unlike the PBR branch, we will make sure adding/removing lights from scene doesn’t slow things down. We will start by supporting diffuse point lights. The initial goal is to support all the realistic Blender light types (i.e., all but Hemi). Time has passed, the ideas matured, and now is time to openly talk about the Eevee Roadmap. Sci-fi armor by Andy Goralczyk – rendered in Cycles with outline selection mockup, reference for PBRĪt the time it was a bit early to discuss the specifics of the project. Eevee will follow the (game) industry PBR (Physically Based Rendering) trend, supporting high-end graphics coupled with a responsive realtime viewport. In the last post about the Viewport Plan of Action we ended briefly covering the upcoming realtime engine of Blender 2.8, nicknamed Eevee.
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