Better Transparent BSDF #68454

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opened 2019-08-09 15:20:59 +02:00 by Clément Foucault · 12 comments

Using dual source blending, we can replicate Cycles Transparent BSDF behavior which is multiplicative and additive at the same time.
This would increase compatibility between both engine and remove the uneeded complexity of having separate Additive and multiplicative blend modes.

Estimate : 1 week

Using dual source blending, we can replicate Cycles Transparent BSDF behavior which is multiplicative and additive at the same time. This would increase compatibility between both engine and remove the uneeded complexity of having separate Additive and multiplicative blend modes. Estimate : 1 week
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Added subscriber: @fclem

Added subscriber: @fclem
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Added subscriber: @Mets

Added subscriber: @Mets

Added subscriber: @zebus3dream

Added subscriber: @zebus3dream

Added subscriber: @sozap

Added subscriber: @sozap

Additive and multiplicative blend modes can be nice to keep for some cheating / NPR stuff.

Additive and multiplicative blend modes can be nice to keep for some cheating / NPR stuff.
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Added subscribers: @WilliamReynish, @dfelinto, @brecht

Added subscribers: @WilliamReynish, @dfelinto, @brecht
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@sozap these modes can still be achieve using a combination of transparent and emission node. Also using the shader to rgba node to transfer their color in a NPR way is better as it clearly shows that this is incompatible with cycles.

@brecht @dfelinto @WilliamReynish If i'm supposed to remove the old Additive and Multiplicative blend mode, should I:

  • A : Remove them and just let artists figure out what's wrong with the file (or at least do an alert in the bottom bar about the error). We did that at some point of 2.8.
  • B : Create the replacement nodes inside versioning code.
  • C : Create the replacement nodes inside tree evaluation code and keep the blend modes. But this add discrepancy between cycles and eevee.
@sozap these modes can still be achieve using a combination of transparent and emission node. Also using the shader to rgba node to transfer their color in a NPR way is better as it clearly shows that this is incompatible with cycles. @brecht @dfelinto @WilliamReynish If i'm supposed to remove the old Additive and Multiplicative blend mode, should I: - A : Remove them and just let artists figure out what's wrong with the file (or at least do an alert in the bottom bar about the error). We did that at some point of 2.8. - B : Create the replacement nodes inside versioning code. - C : Create the replacement nodes inside tree evaluation code and keep the blend modes. But this add discrepancy between cycles and eevee.

@fclem IMO we should ideally do B. If not, then we can also accept small incompatibilities between releases, although it needs to be mentioned in the release notes.

@fclem IMO we should ideally do B. If not, then we can also accept small incompatibilities between releases, although it needs to be mentioned in the release notes.

@fclem B seems like the obvious choice here. Or more likely B + warnings for the few cases where you cannot convert them.

@fclem B seems like the obvious choice here. Or more likely B + warnings for the few cases where you cannot convert them.
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Ok going for B. But keep in mind that will break backward compatibility. Only way to keep it is to use C.

Ok going for B. But keep in mind that will break backward compatibility. Only way to keep it is to use C.
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Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Clément Foucault self-assigned this 2019-08-14 13:56:24 +02:00
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Implemented in d5002f007e

Implemented in d5002f007e
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Reference: blender/blender#68454
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