World Light Extraction #68478

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opened 2019-08-09 17:23:47 +02:00 by Clément Foucault · 30 comments

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:
Clipboard.png

Estimate : 2 weeks

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: ![Clipboard.png](https://archive.blender.org/developer/F7656290/Clipboard.png) Estimate : 2 weeks
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I did some exploration of the idea. (see P1099)

(This in WIP a lot of things are not working correctly, mainly light intensity)
Capture d’écran du 2019-09-12 15-20-31.png
Capture d’écran du 2019-09-13 18-02-35.png

It seems promising but doing it on CPU accurately is not feasible in an interactive manner.
So final implementation should be done on GPU.

I did some exploration of the idea. (see [P1099](https://archive.blender.org/developer/P1099.txt)) (This in WIP a lot of things are not working correctly, mainly light intensity) ![Capture d’écran du 2019-09-12 15-20-31.png](https://archive.blender.org/developer/F7745502/Capture_d_écran_du_2019-09-12_15-20-31.png) ![Capture d’écran du 2019-09-13 18-02-35.png](https://archive.blender.org/developer/F7745503/Capture_d_écran_du_2019-09-13_18-02-35.png) It seems promising but doing it on CPU accurately is not feasible in an interactive manner. So final implementation should be done on GPU.

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eevee1.png
eevee,metalness0,roughness1
eevee2.png
eevee,metalness1,roughness1
cycles1.png
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.

![eevee1.png](https://archive.blender.org/developer/F8540175/eevee1.png) eevee,metalness0,roughness1 ![eevee2.png](https://archive.blender.org/developer/F8540174/eevee2.png) eevee,metalness1,roughness1 ![cycles1.png](https://archive.blender.org/developer/F8540173/cycles1.png) 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.

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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.

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.

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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 :((

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 :((

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Reference: blender/blender#68478
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