Difference between revisions of "Blender 4.2 migration guide"
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[[File:Shadow settings lights new.webp|516px]] | [[File:Shadow settings lights new.webp|516px]] | ||
As well as for cascaded shadows: | |||
[[File:Shadow settings cascades new.webp|433px]] | |||
== Ambient Occlusion == | == Ambient Occlusion == | ||
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[[File:Light probes new.webp|590px]] | [[File:Light probes new.webp|590px]] | ||
== I hate all of this! You must support Eevee-Next in Verge3D properly! == | |||
Unfortunately this is not possible due to the following reasons: | |||
* There is no hardware-accelerated raytracing APIs available in the browsers | |||
* Raytracing is really slow and won't be practical for web-based interactives for decades |
Revision as of 09:19, 9 July 2024
Blender 4.2 is a kinda significant update as it includes the new version of the Eevee render (called Eevee-Next internally).
This new version relies heavily on modern GPUs and raytracing algorithms for viewport rendering, hence it's not quite compatible with Verge3D. To overcome this, we implemented several changes which you should be aware of.
Transparency
Transparency settings from the older Blenders looked like these:
Most of them removed in Blender 4.2, some that remained are mostly useless now. To fix this, we've implemented several custom settings for transparency (on the material panel):
The new setting "Transparency Hacks" might be really useful to combat various transparency artifacts.
Shadows
There is no way to configure size of shadow cascades in Blender 4.2, but we've added these settings back:
Same story is with "Clip Start" and "Bias" settings (assigned for light sources):
As well as for cascaded shadows:
Ambient Occlusion
Ambient occlusion settings have been removed in Blender 4.2, we've recreated them as custom Verge3D settings:
Light Probes
Some settings for spherical and planar light probes have been removed in Blender 4.2, but you can find the missing ones below, on the Verge3D panel:
I hate all of this! You must support Eevee-Next in Verge3D properly!
Unfortunately this is not possible due to the following reasons:
- There is no hardware-accelerated raytracing APIs available in the browsers
- Raytracing is really slow and won't be practical for web-based interactives for decades