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Eevee: Option to Display Render Passes in the 3D Viewport
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Description

Feature to display the output of a render pass directly in the 3d viewport rendered shaded mode.

  • In the rendered popover the user can select the render pass to be shown
  • This will be available for all render engines that have multiple render passes
  • Also possible to select renderpass that have not been enabled in the active viewlayer.
  • by default the first renderpass will be selected (Combined pass)

The implementation will be based on T68312: LookDev & Eevee Preview.

Details

Differential Revisions
D5689: Cycles: Display RenderPass in Viewport
Type
To Do

Event Timeline

Jeroen Bakker (jbakker) updated the task description. (Show Details)
Jeroen Bakker (jbakker) triaged this task as Normal priority.

The Cycles part was done. Are there plans to do this for Eevee too? If so this task could be renamed.

About this part:

"As each render engine has its own render passes switching render engines will make the option become invalid. This will lead that the user always needs to select the render pass after switching render engines. We might do some trickery for matching render passes to limit this. Or we could store the active renderpass per viewport and render engine."

I think that it could be an easy job for addon coders to match Blender's naming of the render passes. They are often standards: Combined/beauty, color/albedo, glossy, indirect etc... If I want to show my albedo pass I'll tell the addon it is the diffusecolor "slot", and so on. If my renderer has a pass that blender doesn't then, ok revert to the last used when I switch back to Cycles

We left defining the settings entirely to the render engine, so there's no problem to solve regarding render pass naming.

Brecht Van Lommel (brecht) renamed this task from 3D Viewport: Option to Display Render Passes in the 3D Viewport to Eevee: Option to Display Render Passes in the 3D Viewport.

I did a research on supporting this in EEVEE. The current renderlayers in EEVEE does CPU post processing. We should make a GLSL shader to perform the post processing. This way we can do it per sample and have an interactive renderlayer preview. We should remove the CPU based post processing. Will check with @Clément Foucault (fclem) what his ideas are.