World Light Extraction #68478
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
26 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#68478
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Eevee world probe is not suited for very high frequency details and even less for sunlight. For this we want to introduce a threshold. All light under the threshold would be pushed to the world diffuse/reflection probe. All light above the threshold would be moved to an importance sample map and used to position a (virtual) sun light that represent the missing energy from the probe.
We can position the sun in 2 ways: randomly per sample using the importance map, or fixed using a Spherical harmonic decomposition.
The first one offers more precise lighting (can work with multiple light source) when the second one offers more stable lighting (good for a sun).
The good thing is that this virtual sunlight can be shadowed! Thus making most of the light coming from the environment shadowed.
This should fix this sort discrepancy between cycles and eevee:
Estimate : 2 weeks
Added subscriber: @fclem
Added subscriber: @zebus3dream
Added subscriber: @Carlo994
Added subscriber: @T.R.O.Nunes
Added subscriber: @lemenicier_julien
I did some exploration of the idea. (see P1099)
(This in WIP a lot of things are not working correctly, mainly light intensity)
It seems promising but doing it on CPU accurately is not feasible in an interactive manner.
So final implementation should be done on GPU.
Added subscriber: @eklein
Added subscriber: @tibor81
Added subscriber: @c2ba
Added subscriber: @RobertWesseling
Added subscriber: @bent
Added subscriber: @zhanghua
Added subscriber: @Nakara
Added subscriber: @higgsas
Added subscriber: @ServandoGarcia-3
Added subscriber: @DanielGrauer
Added subscriber: @yangshuzhan
eevee,metalness0,roughness1
eevee,metalness1,roughness1
cycles,metalness0,roughness1
I think the main problem is the inconsistency of the three circumstances. In theory, the three situations should look the same. You don't need to sample multiple light sources, instead just calculate a metalness-roughness illumination model. The light intensity at the same normal should be approximately the same. I hope I clearly expressed what I mean.
Added subscriber: @roamzero
Added subscriber: @TakingFire
Added subscriber: @KenzieMac130
Added subscriber: @Eary
Added subscriber: @Grady
Absolutely love this concept, it would optimise a lot of workflow and bring Eevee and Cycles closer to each other which is always a nice thing since it further enables the goal of allowing real time lookdev in the viewport in Eevee and switching to Cycles for a final render without fiddly changes for each render engine.
Added subscriber: @MCAN
This is great. I really want thisss. I love Eveee, I really wish Evee to be better like this HDRI shadows
and maybe hybrid rendering by using evee passes and shadow reflection and indirect light passes and making renders faster :(
I hope this feature project doesnt stop or forgotten :((
Added subscriber: @stilobique
Added subscriber: @Defka
Added subscriber: @Emi_Martinez
Added subscriber: @MrAlwis
Clément Foucault referenced this issue2023-02-07 19:50:25 +01:00