Move and share Eevee / Cycles render settings #54659

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opened 2018-04-16 14:04:13 +02:00 by Brecht Van Lommel · 25 comments

The following settings should be unified for the 2.80 release:

    • Light intensity and color when not using nodes (D4588)
    • Color management settings on image texture node and image datablock
    • Depth of field
    • Film transparency D4874

For later:

  • Material without nodes
  • Motion blur
The following settings should be unified for the 2.80 release: * - [x] Light intensity and color when not using nodes ([D4588](https://archive.blender.org/developer/D4588)) * - [x] Color management settings on image texture node and image datablock * - [x] Depth of field * - [x] Film transparency [D4874](https://archive.blender.org/developer/D4874) For later: * Material without nodes * Motion blur
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Added subscriber: @brecht

Added subscriber: @brecht

#62569 was marked as duplicate of this issue

#62569 was marked as duplicate of this issue

#55352 was marked as duplicate of this issue

#55352 was marked as duplicate of this issue

Added subscriber: @fclem

Added subscriber: @fclem

Added subscriber: @DanielPaul

Added subscriber: @DanielPaul

I dont know if it is allowed to ask questions here, so sorry in advance.

Regarding EEVEE and Cycles. Is it planed to use both engines at the same time/same viewport?
We use blender in our studio for realtime camera tracking, and would like to use eevee as preview,
but if cycles is needed we want to activate it as fast as possible.

So we would pause cycles over eevee and then resume cycles without loading all geo an tex everytime.
Like it was in 2.79 in old viewport.

Maybe a button for "Let geo and tex stay in ram(gpu)" would be awesome, if the above is not possible.

Thanks

I dont know if it is allowed to ask questions here, so sorry in advance. Regarding EEVEE and Cycles. Is it planed to use both engines at the same time/same viewport? We use blender in our studio for realtime camera tracking, and would like to use eevee as preview, but if cycles is needed we want to activate it as fast as possible. So we would pause cycles over eevee and then resume cycles without loading all geo an tex everytime. Like it was in 2.79 in old viewport. Maybe a button for "Let geo and tex stay in ram(gpu)" would be awesome, if the above is not possible. Thanks

@DanielPaul This is a bit off topic. And i'm personnally a bit reluctant to allow this because cycles and eevee do not share resources (mesh and texture data). So effectively using Eevee as background for Cycles would at least double the memory consumption and slow things down considerably.

But i think your concern is about cycles sync time so I'll let that to @brecht.

@DanielPaul This is a bit off topic. And i'm personnally a bit reluctant to allow this because cycles and eevee do not share resources (mesh and texture data). So effectively using Eevee as background for Cycles would at least double the memory consumption and slow things down considerably. But i think your concern is about cycles sync time so I'll let that to @brecht.

Thanks Clément for your answer.

I am aware of that additional gpu memory needed, but the possibility would be nice :) @brecht
Our Studio workstation has 4 GPUs so it also would be a good solution to load Eevee on the main (monitor connected) gpu and cycles runs on the other 3 gpus. Worked really good in 2.79

Thanks for your awesome work dudes!!!

Thanks Clément for your answer. I am aware of that additional gpu memory needed, but the possibility would be nice :) @brecht Our Studio workstation has 4 GPUs so it also would be a good solution to load Eevee on the main (monitor connected) gpu and cycles runs on the other 3 gpus. Worked really good in 2.79 Thanks for your awesome work dudes!!!
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Added subscribers: @JulienKaspar, @Jeroen-Bakker

Added subscribers: @JulienKaspar, @Jeroen-Bakker

Added subscriber: @Marco-Neumann

Added subscriber: @Marco-Neumann
Brecht Van Lommel self-assigned this 2018-11-19 14:19:00 +01:00

Added subscribers: @crantisz, @ZedDB

Added subscribers: @crantisz, @ZedDB

Added subscriber: @DuarteRamos

Added subscriber: @DuarteRamos

Not sure if this is entirely related or technically feasible, but since settings are being moved it sounds like a opportune moment to propose such changes.

I have been wondering if film transparency could become a per-render layer setting, instead of being stored per scene or belonging to render settings.

Unless I miss something obvious, currently you if you need several layers you have to obligatorily turn on Transparent Film (otherwise all your layers stay opaque), but in doing so it becomes impossible to also render your world background (say a basic sky, or a HDR environment map, or other texture), even as a separate layer, and composite it along with the rest of the scene.

The only known current workaround is to setup two separate identical scenes, using the same linked camera object and world data, but disabled film transparency, used solely to render the world background as a "foreign layer" which would then be composited along with the rest of the scene.

If Transparent film could be stored on a per-render layer basis instead, one could have it disabled only for the "World" render layer and active for all others, and save us having to set up an additional scene.

Not sure if this is entirely related or technically feasible, but since settings are being moved it sounds like a opportune moment to propose such changes. I have been wondering if **film transparency** could become a **per-render layer** setting, instead of being stored per scene or belonging to render settings. Unless I miss something obvious, currently you if you need several layers you have to obligatorily turn on *Transparent Film* (otherwise all your layers stay opaque), but in doing so it becomes impossible to also render your world background (say a basic sky, or a HDR environment map, or other texture), even as a separate layer, and composite it along with the rest of the scene. The only known current workaround is to setup two separate identical scenes, using the same linked camera object and world data, but disabled film transparency, used solely to render the world background as a "foreign layer" which would then be composited along with the rest of the scene. If Transparent film could be stored on a per-render layer basis instead, one could have it disabled only for the "World" render layer and active for all others, and save us having to set up an additional scene.

Added subscriber: @lemenicier_julien

Added subscriber: @lemenicier_julien

Added subscriber: @MLSpence

Added subscriber: @MLSpence
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Transparency:

  • Migrate current alphamode (enum) to flag in the RNA.
  • Change UI (based on current cycles UI)
  • Migrate Cycles setting to use the RenderData.alphamode. The source data is stored as property id check previous commits how to do this.

image.png

DoF (part 1 - settings):

  • remove gpu_ from the dof settings
  • leave cycles only settings in cycles.
  • migrate cycles camera dof settings to blender camera.
  • change UI
Transparency: - Migrate current alphamode (enum) to flag in the RNA. - Change UI (based on current cycles UI) - Migrate Cycles setting to use the `RenderData.alphamode`. The source data is stored as property id check previous commits how to do this. ![image.png](https://archive.blender.org/developer/F7041102/image.png) DoF (part 1 - settings): - remove `gpu_` from the dof settings - leave cycles only settings in cycles. - migrate cycles camera dof settings to blender camera. - change UI
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For DoF, it makes some sense to use f-stop by default since that's more familiar than radius.

However the Eevee DoF value is 128.0 by default, which means DoF is enabled on the camera by default and I don't think it should be. For Eevee you need to enable DoF in the scene so it's not a problem, but for Cycles it is used automatically.

To solve this, I suggest we add a depth of field boolean on the camera to enable/disable it. For Eevee the scene level boolean could then be removed.

@fclem, does that seem reasonable?

For DoF, it makes some sense to use f-stop by default since that's more familiar than radius. However the Eevee DoF value is 128.0 by default, which means DoF is enabled on the camera by default and I don't think it should be. For Eevee you need to enable DoF in the scene so it's not a problem, but for Cycles it is used automatically. To solve this, I suggest we add a depth of field boolean on the camera to enable/disable it. For Eevee the scene level boolean could then be removed. @fclem, does that seem reasonable?

@brecht that sounds resonable.

@brecht that sounds resonable.

Added subscriber: @capnm

Added subscriber: @capnm

Now that there is per material back-face culling :-), remove the unused show_double_sided/ME_TWOSIDED?

(See e.g. how it unnecessarily complicates https://github.com/KhronosGroup/glTF-Blender-IO/pull/304#issuecomment-465182677)

Now that there is per material back-face culling :-), remove the unused show_double_sided/ME_TWOSIDED? (See e.g. how it unnecessarily complicates https://github.com/KhronosGroup/glTF-Blender-IO/pull/304#issuecomment-465182677)
Member

@brecht @fclem I will be working on the DoF settings this morning (including the proposal of to enable/disable it via camera).

@brecht @fclem I will be working on the DoF settings this morning (including the proposal of to enable/disable it via camera).

Added subscriber: @0o00o0oo

Added subscriber: @0o00o0oo

Does this task also cover shared viewport (LookDev) settings?

Currently, the "Settings" for Materials in Eevee (like "Blend Mode") affects how the objects look in the viewport, but there's no way to change these settings when the engine is set to Cycles.

Does this task also cover shared viewport (LookDev) settings? Currently, the "Settings" for Materials in Eevee (like "Blend Mode") affects how the objects look in the viewport, but there's no way to change these settings when the engine is set to Cycles.
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We want to improve the UI there, but I would not consider it part of this task.

We want to improve the UI there, but I would not consider it part of this task.
Brecht Van Lommel removed their assignment 2020-01-18 14:24:25 +01:00

Added subscriber: @Dogway

Added subscriber: @Dogway
Brecht Van Lommel added this to the Render & Cycles project 2023-02-07 19:07:34 +01:00
Philipp Oeser removed the
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Reference: blender/blender#54659
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