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[WIP] EEVEE: Render Passes
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Authored by Jeroen Bakker (jbakker) on Fri, Nov 29, 4:57 PM.
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T72007: EEVEE: Material based Renderpasses
Summary

Prototyping how we could render materials based render passes. For prototyping I selected the emission pass. Right now it just renders black so nothing to see.

The result of the prototype would be that we know how we are going to solve most of the material passes. and we can start an actual supported implementation.

This PoC adds:

  • Emission
  • Diffuse Direct
  • Diffuse Color
  • Glossy Direct
  • Glossy Color

Supported shaders:

  • Diffuse Shader
  • Emission Shader
  • Add Shader
  • Mix Shader

(Other shaders will influence the final result and render the pass incorrect)


Next steps

  • Make a design for approval. Based the chosen render layers on how EEVEE composites the passes internally (ability to actually compositing).
    • Combine the glossy passes into a single pass.
    • Add pass for refraction, world light, background light, probe light
    • Add pass for screen space effects.
    • Add pass for volumetrics
  • Migrate current SSS color pass to material passes?
  • Add data passes for ObjectID and MaterialID

Biggest unknown is to suport alpha.

Diff Detail

Repository
rB Blender
Branch
T72007 (branched from master)
Build Status
Buildable 5953
Build 5953: arc lint + arc unit

Event Timeline

Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)Fri, Dec 6, 11:34 AM

Basic support for:

  • Diffuse Direct
  • Diffuse Color
  • Emission

Only supported for the next shaders. Having other shaders in the node graph will influence the result incorrect.

  • Diffuse Shader
  • Emission Shader
Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)Fri, Dec 6, 3:58 PM
Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)Fri, Dec 6, 4:01 PM
Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)Fri, Dec 6, 4:12 PM

Initial start to have a drawing pass per active renderpass. This is a first step to support material renderpasses for final image rendering

  • Added glossy passes as a test. It still needs more work as most nodes haven't been converted yet.

Added the factors to more places. Still I haven't touched all that needs to be touched.

Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)Mon, Dec 9, 12:30 PM
Jeroen Bakker (jbakker) retitled this revision from [WIP] EEVEE: Material Render Pass to [WIP] EEVEE: Render Passes.Mon, Dec 9, 12:43 PM
Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)
Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)

Test to see how much effort is needed to support final render passes.

Added support for final rendering passes.

Note that the colors are not correct. It could be a color management issue. Will need to look at it later

Jeroen Bakker (jbakker) edited the summary of this revision. (Show Details)Wed, Dec 11, 4:31 PM