Viewport & EEVEE module dev at Blender.
#malt3d (http://github.com/bnpr/Malt) creator.
It's great to see a project taking its own path on so many different levels succeeding like this.
And thanks for the Blender shout-out.
🫶
It's great to see a project taking its own path on so many different levels succeeding like this.
And thanks for the Blender shout-out.
🫶
We have a dedicated tracker for it:
projects.blender.org/pragma37/npr...
The Report a Bug button from the NPR build should point you there.
We have a dedicated tracker for it:
projects.blender.org/pragma37/npr...
The Report a Bug button from the NPR build should point you there.
At some point I renamed the Light Loop zone to For Each Light, and that broke previous files that used it.
If the file is from before Novermber 14, you should be able to open it with a previous build, delete the zone start/end nodes, and open the file on a new build.
At some point I renamed the Light Loop zone to For Each Light, and that broke previous files that used it.
If the file is from before Novermber 14, you should be able to open it with a previous build, delete the zone start/end nodes, and open the file on a new build.
Not being able to access the original light color is quite stupid, TBH. We upload the color*power together to the GPU, but I'll see if there's space to split it.
If you have any other feedback feel free to share it on the devtalk thread.
Not being able to access the original light color is quite stupid, TBH. We upload the color*power together to the GPU, but I'll see if there's space to split it.
If you have any other feedback feel free to share it on the devtalk thread.
(Reply to this post with your own stuff!)
(Reply to this post with your own stuff!)
plug any texture you like in as the input rather than white noise, for "painterly" AO effects which wouldn't otherwise be possible :3
(Reply to this post with your own stuff!)
(Reply to this post with your own stuff!)
Node Zones support has been added to Material nodes.
In addition to a Repeat zone (like the one in Geo-Nodes), we have a new For Each Light zone.
This allows creating custom shading that works consistently with arbitrary light types and colors.
Node Zones support has been added to Material nodes.
In addition to a Repeat zone (like the one in Geo-Nodes), we have a new For Each Light zone.
This allows creating custom shading that works consistently with arbitrary light types and colors.
Refraction layers allow chaining multiple refractions for a “mesh-based” compositing workflow.
Refraction layers allow chaining multiple refractions for a “mesh-based” compositing workflow.
Similar to the NPR Input and the NPR Refraction, the AOV Input lets your sample AOV images.
Here we can read the AOV from the behind layer because the Refraction Material doesn’t write to the AOV (otherwise it would overwrite the Suzzane AOV).
Similar to the NPR Input and the NPR Refraction, the AOV Input lets your sample AOV images.
Here we can read the AOV from the behind layer because the Refraction Material doesn’t write to the AOV (otherwise it would overwrite the Suzzane AOV).
These nodes output image sockets, so you can sample them with an offset and make your own filters.
In fact, the filters that come with the branch (Curvature, Cavity, Edge Detection...) are just regular node group assets, so you can tweak them to fit your artistic vision!
These nodes output image sockets, so you can sample them with an offset and make your own filters.
In fact, the filters that come with the branch (Curvature, Cavity, Edge Detection...) are just regular node group assets, so you can tweak them to fit your artistic vision!
The NPR Refraction is similar to the NPR Input, but it reads the layer behind a refraction material.
The NPR Refraction is similar to the NPR Input, but it reads the layer behind a refraction material.
You can think of this as an extension of the ShaderToRGB workflow.
You can think of this as an extension of the ShaderToRGB workflow.
We have a new NPR node tree where these features are being added. NPR trees use the same nodes as Materials, except:
- New NPR-only nodes are available.
- BSDF nodes can’t be used here.
We have a new NPR node tree where these features are being added. NPR trees use the same nodes as Materials, except:
- New NPR-only nodes are available.
- BSDF nodes can’t be used here.
You can find the full info in devtalk, (devtalk.blender.org/t/eevee-npr-...), but these are the main new features:
You can find the full info in devtalk, (devtalk.blender.org/t/eevee-npr-...), but these are the main new features:
I wrote the first (discarded) proposal over 3 years ago!
gist.github.com/pragma37/997...
I wrote the first (discarded) proposal over 3 years ago!
gist.github.com/pragma37/997...