- Mentioned In
- T63820: Depth Of Field not matching CYCLES-EEVEE
T63572: Cycles ignores Texture Tab Color Space setting
T63571: "Disable hard coded Color Space texture setting" checkbox
T61977: bpy.image['name'].pixels shows wrong value
T61851: packing 32bit tiff env texture results in 8bit-like behavior
T58621: Wrong colors with some float TIFF files
T57291: Blender keeps packed textures in sRGB color space
T56458: Normal map shading errors in OpenGL
- Mentioned Here
- D4874: Cycles/EEVEE: Unify Film Transparency
D4588: Cycles/Eevee: unify light strength and color.
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.
@Daniel Paul (DaPaulus) 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 Van Lommel (brecht).
Thanks Clément for your answer.
I am aware of that additional gpu memory needed, but the possibility would be nice :) @Brecht Van Lommel (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!!!
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.
- 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.
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
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.
@Clément Foucault (fclem), does that seem reasonable?
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)
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.