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EeveeProject
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Description

Blender's realtime physically based renderer.

Module Owners: @Clément Foucault (fclem)
Developer Members: @Brecht Van Lommel (brecht), @Jeroen Bakker (jbakker)

Recent Activity

Today

Clément Foucault (fclem) added a revision to T69672: When the Bump node is placed in a node-group, bump is not working.: D5829: ShaderNodeTree: Add flatten function to get rid of nodegroups.
Tue, Sep 17, 9:20 PM · Eevee, BF Blender
Philip Holzmann (Foaly) added a comment to T63424: Normal map node doesn't works with curve objects (or any object without UVs) in EEVEE.

@Mike Futcher (yogyog) I think I used an Array Modifer with count set to 1.

Tue, Sep 17, 4:00 PM · Eevee, BF Blender

Yesterday

Philipp Oeser (lichtwerk) merged T69945: Eevee showing wrong materials after opening in 2.81 into T68826: eevee not showing multi material object properly when blend is loaded until mesh is updated.
Mon, Sep 16, 3:08 PM · BF Blender (2.81), GPU / Viewport, Eevee

Sat, Sep 14

wahhaj (wahaj) added a comment to T55435: Support for UDIM textures and tiled images.

wll udims be added to 2.81?

Sat, Sep 14, 1:19 PM · Images & Movies, Eevee, Cycles

Fri, Sep 13

Clément Foucault (fclem) merged task T60851: EEVEE DOF blur abrupt/stepped changes into T68468: Depth of Field Refactor.
Fri, Sep 13, 5:52 PM · Rendering, Platform: Windows, GPU / Viewport, Eevee, BF Blender
Philipp Oeser (lichtwerk) added a project to T69844: Eevee multiple UVs issue: Eevee.
Fri, Sep 13, 3:42 PM · Eevee, Blender Studio, BF Blender
Marcin Twarowski (Tvaroog) updated the task description for T69794: "Bake Cubemap Only" resets Irradiance Volume in reopened scenes.
Fri, Sep 13, 2:39 PM · Eevee, BF Blender
Mike Futcher (yogyog) added a comment to T63424: Normal map node doesn't works with curve objects (or any object without UVs) in EEVEE.

"So a possible workaround to get tangents for now is to just add a modifier that does nothing."

Fri, Sep 13, 1:32 PM · Eevee, BF Blender
Philipp Oeser (lichtwerk) added a project to T67226: Eevee: Vertex Color Groups with the same name but used in different materials produce inconsistent results: Eevee.
Fri, Sep 13, 11:54 AM · Eevee, BF Blender
Philipp Oeser (lichtwerk) added projects to T66793: 2.80 RC1 Eevee incorrect shading on modified normals.: Modeling, Eevee.
Fri, Sep 13, 11:51 AM · Eevee, Modeling, BF Blender
Philipp Oeser (lichtwerk) added a project to T65598: Material shadows not updated with rna_Material_draw_update: Eevee.
Fri, Sep 13, 11:50 AM · Eevee, BF Blender

Thu, Sep 12

Marcin Twarowski (Tvaroog) added a project to T69794: "Bake Cubemap Only" resets Irradiance Volume in reopened scenes: Eevee.
Thu, Sep 12, 1:03 PM · Eevee, BF Blender
Philipp Oeser (lichtwerk) merged T69774: Eevee Engine not rendering Bump Node Generated normals that have groups in their "tree" into T69672: When the Bump node is placed in a node-group, bump is not working..
Thu, Sep 12, 9:33 AM · Eevee, BF Blender

Wed, Sep 11

Philip Holzmann (Foaly) added a comment to T67646: eevee - unconnected Subsurface Scattering node makes whole material not working.

Still happens in the latest 2.81 alpha. 4ce3fbd52ae8
I'm not getting errors in the console.

Wed, Sep 11, 4:28 PM · Eevee, BF Blender
Rodger Davis (RodDavis) added a comment to T69672: When the Bump node is placed in a node-group, bump is not working..

Normals do not behave normally if the bump node is within a node group. The Bump node has extra hidden code now. These hidden values are Height_dx and Height_dy.
Steps:
If you group a single bump node you can get these hidden Height values. Once grouped, the Height_dx/dy can be influenced outside the node. Even if it doesn't look like it's connected to anything.

Just adding more info

Wed, Sep 11, 12:10 AM · Eevee, BF Blender

Tue, Sep 10

Dalai Felinto (dfelinto) updated the task description for T64282: EEVEE & Viewport Module.
Tue, Sep 10, 9:56 PM · GPU / Viewport, Eevee, BF Blender
Philipp Oeser (lichtwerk) merged T69695: Wrong materials shown into T68826: eevee not showing multi material object properly when blend is loaded until mesh is updated.
Tue, Sep 10, 11:38 AM · BF Blender (2.81), GPU / Viewport, Eevee
Philipp Oeser (lichtwerk) triaged T69672: When the Bump node is placed in a node-group, bump is not working. as Confirmed, Medium priority.
Tue, Sep 10, 10:19 AM · Eevee, BF Blender

Mon, Sep 9

Brecht Van Lommel (brecht) updated the task description for T69672: When the Bump node is placed in a node-group, bump is not working..
Mon, Sep 9, 2:56 PM · Eevee, BF Blender

Sun, Sep 8

Jean First (robbott) added a comment to T67312: Poor Eevee performance on 2018 Macbook PRO .

I can confirm this bug on OSX 10.12.6

Sun, Sep 8, 8:26 AM · Eevee, Platform: macOS

Sat, Sep 7

Jean First (robbott) added a comment to T63412: Open eevee rendering, the program exits.

I cannot reproduce this on OSX 10.12.6

Sat, Sep 7, 9:01 PM · Platform: macOS, Eevee, BF Blender
Charlie Jolly (charlie) updated the summary of D3789: Cycles: Vector Rotate Node using Axis and Angle method.
Sat, Sep 7, 5:17 PM · Nodes, Eevee, Cycles
Charlie Jolly (charlie) retitled D3789: Cycles: Vector Rotate Node using Axis and Angle method from Cycles & Eevee Vector Rotate Node: Standalone node with access to XYZ sockets. to Cycles: Vector Rotate Node using Axis and Angle method.
Sat, Sep 7, 5:16 PM · Nodes, Eevee, Cycles
Charlie Jolly (charlie) added a comment to D3789: Cycles: Vector Rotate Node using Axis and Angle method.

Change rotation method to axis angle

Sat, Sep 7, 5:10 PM · Nodes, Eevee, Cycles

Fri, Sep 6

Charlie Jolly (charlie) added a comment to D3789: Cycles: Vector Rotate Node using Axis and Angle method.

Keep patch up to date

Fri, Sep 6, 5:51 PM · Nodes, Eevee, Cycles
Philipp Oeser (lichtwerk) added a comment to T68826: eevee not showing multi material object properly when blend is loaded until mesh is updated.

@Clément Foucault (fclem) : I have added this to 2.81 milestone (since it was set to "High"), mind checking again?

Fri, Sep 6, 12:42 PM · BF Blender (2.81), GPU / Viewport, Eevee
Philipp Oeser (lichtwerk) edited projects for T68826: eevee not showing multi material object properly when blend is loaded until mesh is updated, added: BF Blender (2.81); removed BF Blender.
Fri, Sep 6, 12:22 PM · BF Blender (2.81), GPU / Viewport, Eevee

Wed, Sep 4

Joseph Brandenburg (TheAngerSpecialist) added a comment to T67646: eevee - unconnected Subsurface Scattering node makes whole material not working.

I'm having this error, too. Principled is still working, probably because of this: rBf962c701fe5d6fc14956892de58bf4f7d875348d

Wed, Sep 4, 6:30 PM · Eevee, BF Blender
Jeroen Bakker (jbakker) added a comment to D5299: Viewport Shading: StudioLight Intensity.

Manual changed to diff to work with master.

Wed, Sep 4, 4:11 PM · Render & Cycles, GPU / Viewport
Jeroen Bakker (jbakker) added a comment to D5299: Viewport Shading: StudioLight Intensity.

Arc seems to be broken with my workflow...
Might need to open a new one. It doesn't seems to rebase with master

Wed, Sep 4, 4:06 PM · Render & Cycles, GPU / Viewport
Jeroen Bakker (jbakker) added a comment to D5299: Viewport Shading: StudioLight Intensity.
  • Cycles/EEVEE: Viewport HDRI Intensity Slider
Wed, Sep 4, 4:02 PM · Render & Cycles, GPU / Viewport
Jeroen Bakker (jbakker) added a comment to D5299: Viewport Shading: StudioLight Intensity.
  • Cycles/EEVEE: Viewport HDRI Intensity Slider
Wed, Sep 4, 4:01 PM · Render & Cycles, GPU / Viewport
Jeroen Bakker (jbakker) closed D5612: Shading Modes: Material and Render Preview.
Wed, Sep 4, 3:58 PM · GPU / Viewport, Eevee, Cycles
D5612: Shading Modes: Material and Render Preview is now accepted and ready to land.
Wed, Sep 4, 3:54 PM · GPU / Viewport, Eevee, Cycles
Jeroen Bakker (jbakker) added a comment to D5299: Viewport Shading: StudioLight Intensity.
  • Cycles/EEVEE: Viewport HDRI Intensity Slider
Wed, Sep 4, 3:54 PM · Render & Cycles, GPU / Viewport
Jeroen Bakker (jbakker) updated the summary of D5612: Shading Modes: Material and Render Preview.
Wed, Sep 4, 3:38 PM · GPU / Viewport, Eevee, Cycles
Jeroen Bakker (jbakker) added a comment to D5612: Shading Modes: Material and Render Preview.
  • Added settings back to Material Shading menu
  • Enabled eevee viewport settings when cycles is active
Wed, Sep 4, 3:36 PM · GPU / Viewport, Eevee, Cycles
Juan Gea (juang3d) added a comment to D5612: Shading Modes: Material and Render Preview.

Just a thing, we use "Use Scene Lights" and "Use Scene World" a lot in look&dev.

Wed, Sep 4, 12:45 PM · GPU / Viewport, Eevee, Cycles

Tue, Sep 3

Clément Foucault (fclem) accepted D5612: Shading Modes: Material and Render Preview.
Tue, Sep 3, 2:57 PM · GPU / Viewport, Eevee, Cycles
Jeroen Bakker (jbakker) added a comment to D5612: Shading Modes: Material and Render Preview.

Updated versioning code

Tue, Sep 3, 2:06 PM · GPU / Viewport, Eevee, Cycles
D5612: Shading Modes: Material and Render Preview now requires changes to proceed.

I get a pink world light when doing the following:

Tue, Sep 3, 1:28 PM · GPU / Viewport, Eevee, Cycles
Jeroen Bakker (jbakker) added a comment to D5612: Shading Modes: Material and Render Preview.

IMO the about the use_scene_light and use_scene_world topic is that there are 2 workflows that we need to address

Tue, Sep 3, 9:06 AM · GPU / Viewport, Eevee, Cycles
Jeroen Bakker (jbakker) added a comment to D5612: Shading Modes: Material and Render Preview.
  • combined the settings for material preview and render preview; Actually reverting the DNA changes to keep file compatibility, therefore there is still a field named lookdev_light.
Tue, Sep 3, 8:39 AM · GPU / Viewport, Eevee, Cycles

Mon, Sep 2

Bastien Montagne (mont29) added a comment to T68958: wireframe shadows.

Archiving then...

Mon, Sep 2, 7:07 PM · Eevee, BF Blender
Bastien Montagne (mont29) added a comment to T69018: using a deleted hdri causes blender to crash.

More than a week without reply or activity. Due to the policy of the tracker archiving for until required info/data are provided.

Mon, Sep 2, 7:07 PM · Eevee, BF Blender
D5612: Shading Modes: Material and Render Preview now requires changes to proceed.

In terms of user level interaction, there are two things I'm not sure about:

  • The choice of studio light and its settings are currently decoupled between lookdev and rendered mode. I think most of the time when you're doing lookdev, you actually want those to be in sync. Then you can easily see the preview, and then same thing more accurately under the same lighting. Having to keep these in sync manually would get annoying. I think it would be similar for Eevee once we add more settings to lookdev to reduce preview quality.
  • For the availability of "Scene Lights" and "Scene World" settings in material preview mode, I'm going back and forth on that a bit. It can be useful to preview lighting with Eevee when using Cycles as the render engine. But in general this doesn't work so well, not to the level that you can for materials, and it's not something I want to prioritize for development either. Just the materials is already challenging. If we limit the lighting we can expose a smaller set of Eevee settings when Cycles is the render engine, and make sure those work well. So my opinion here is still to keep that only for rendered as in this patch, and for those would want to use Eevee as a lighting preview there is still the possibility to switch the render engine.
Mon, Sep 2, 7:02 PM · GPU / Viewport, Eevee, Cycles
Brecht Van Lommel (brecht) added inline comments to D5612: Shading Modes: Material and Render Preview.
Mon, Sep 2, 6:39 PM · GPU / Viewport, Eevee, Cycles
Philipp Oeser (lichtwerk) merged T69329: Eevee: Only one material is displayed before enter in Edit mode when mesh has multiple materials into T68826: eevee not showing multi material object properly when blend is loaded until mesh is updated.
Mon, Sep 2, 10:51 AM · BF Blender (2.81), GPU / Viewport, Eevee
Philipp Oeser (lichtwerk) merged task T69329: Eevee: Only one material is displayed before enter in Edit mode when mesh has multiple materials into T68826: eevee not showing multi material object properly when blend is loaded until mesh is updated.
Mon, Sep 2, 10:51 AM · Eevee, BF Blender
Philipp Oeser (lichtwerk) added a comment to T69329: Eevee: Only one material is displayed before enter in Edit mode when mesh has multiple materials.

I have reopened T68826: eevee not showing multi material object properly when blend is loaded until mesh is updated, will merge this report in.

Mon, Sep 2, 10:51 AM · Eevee, BF Blender