SamSuka
3dcinetv
3dcinetv

patreon


EEVEE NEXT and Shader to RGB update

From the article: " The Shader-to-RGB node is also now supported and engine agnostic. The  engine can choose to implement it or not. The only change in behavior  for the original EEVEE implementation is that now any shader using a Shader-to-RGB node will not have SSR or SSS on any of  their BSDF node. This change mimics the behavior of what EEVEE-next is  expected to be. I am still trying to find a way to keep the old behavior  but it seems complicated." 

What does it mean for Blender native users? EEVEE Next will not disable shader to RGB shader. This is crucially imporant to do NPR in Blender. BUT! any setups using shader to rgb that connects to a BSDF node will not be able to render SSS (sub surface scatter) or SSR (sub surface reflections). Solution? we can make our own, but do not expect physically accurate results... after all, that's what NPR is for: "NON-PHOTO-REALISTIC" render. 😉


What does it mean for non-native Blender users? External render engines like Octane, Redshift, Render man (and possibly other very well know render engines) can adapt their parameters and settings in EEVEE NEXT in a better (code-wise) integration activating parameters that are already there (like switching on and off this or that feature) from their own code.

Let's remember that another crucially important feature waiting to see the full integration is the "viewport compositing" branch, where we can use our camera/render view space as if it was a 2d flat image (like the compositor) by picking up channels, passes, and nodes and showing them directly in the viewport with EEVEE NEXT.


Chroma aberration on my 3D scene (viewport) in anyway I move the camera for Blender 3.4?
Sign me in!

-Pierre.

EEVEE NEXT and Shader to RGB update

More Creators