![]() ![]() This means volumes will be evaluated individually and per pixel allowing for high fidelity volumetric effects - without paying the cost of the unified volumetric approach (the current method used by EEVEE). The goal is to improve that by providing a volume rendering method that evaluates volumes in object space. In the current version of EEVEE released in 2.93, object volume materials are applied to the object’s entire bounding box and are still constrained to a rather coarse view-aligned volume grid. Volume rendering is also something that should be improved with this update. Note that hardware ray-tracing is not a target for the 3.0 release but one of the motivations for the overhaul. For instance, ray-tracing won’t be used for subsurface scattering (not in the traditional way at least). EEVEE will use ray-tracing to fix some big limitations, but there are no plans to make EEVEE a full-blown ray-tracer. However, implementing all of these will not be as easy as it sounds. ![]() Hardware ray-tracing will fix most limitations of screen space techniques, improve refraction, shadows … the list goes on. The new architecture will make the addition of hardware ray-tracing much easier in the future. Supporting SSGI brings ray-tracing support a step closer. This means faster iteration time and support for light bounces from dynamic objects.īlenderのEeveeでのScreen Space Global Illuminationアドオン。ネイティブでSSGIがレンダー設定に組み込まれたビルドのバージョンが出てた。久しぶりにいじったけどSSGI使うとリアルタイムで大分いい感じに見えて楽しい。 /7jrbq6LXD7- Hirokazu Yokohara February 16, 2021Ī demo of the SSGI prototype branch by Hirokazu Yokohara. With SSGI, bounce lighting can be previewed without baking and is applied to all BSDF nodes. ![]() Although SSGI is not necessarily a good fit for the wide range of EEVEE’s supported workflows, strong community interest in the prototype shows that there is a demand for a more straightforward global illumination workflow. The second motivation for the rewrite was the Screen Space Global Illumination (SSGI) prototype by Jon Henry Marvin Faltis (also known as 0451). This new paradigm will also speed up the rendering process when many passes are enabled, and all render passes will be supported, including AOVs. Efficient output of render passes is a must in order to use the planned real-time viewport compositor at its full potential. The architecture is centered around a decoupling of lighting passes, but will still be fully optimized for more general use cases. Render Passes and Real-Time CompositorĪ core motivation for the planned changes to EEVEE’s architecture is the possibility to output all render passes efficiently. The following are the main motivations for this restructuring. A new beginningįor the Blender 3.x series EEVEE’s core architecture will be overhauled to make a solid base for the many new features to come. However, thanks to the latest hardware innovations, many new techniques have become viable, and EEVEE can take advantage of them. The goal has been to make it viable both for asset creation and final rendering, and to support a wide range of workflows. EEVEE has been evolving constantly since its introduction in Blender 2.80. ![]()
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