Eevee materials

Forum Archive Eevee materials

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  • #12202
    Ingmar Franz
    Participant

      This thread is about the creation of materials in Eevee and the setups needed in order to render them out properly.

      #58278
      Ingmar Franz
      Participant

        What is meant with the “JitterThreshold” in Eevee’s  Subsurface Scattering

        Can anybody here say what is meant with the “Jitter Threshold” in Eevee’s  Subsurface Scattering?

        The Blender 2.83 manual writes:

        Samples

        Number of samples to compute the scattering effect.
        Jitter Threshold

        For the effect to be efficient, samples need to be coherent and not random. This can lead to a cross shaped pattern when the scattering radius is high. Increasing the Jitter Threshold will rotate the samples below this radius percentage in a random pattern in order to hide the visible pattern. This affects the performance if the scattering radius is large.

        This sounds very cryptic to me.

        #58279
        Ingmar Franz
        Participant

          Alpha Blend Mode “Additive”

          Could anybody tell me what is the Alpha Blend Mode “Additive”  (“Settings” panel in the “Material” tab) and what happened to it since I can’t find it in Blender 2.83.11..

          #58280
          spikeyxxx
          Participant

            This is old 2.80 stuff!

            In the description it said: “Blend Mode for Transparent Faces: Render surface and blend the result with additive blending”

            It has been removed because of its dangerously high level of vagueness.

            Seriously, I haven’t got a clue, but I know that I will not miss it…

            #58281
            spikeyxxx
            Participant

              |For the effect to be efficient, samples need to be coherent and not random.

              This I can understand, I think; subsurface scattering IRL is random per photon, but because of the amount of photons, that becomes a coherent effect. Think of throwing a dice, then the outcome is random, but when you throw it many times (like a googol (10 to the power of 100) times or so, then you will see a coherent result: about as many sixes as ones as threes and so on.

              But in CG you can only calculate a limited number of samples, so in order to simulate life, they need to be not random.

              Why this can lead to a cross shaped pattern I do not understand, but I can grasp how a pattern can be ‘amplified’ by a larger radius (how deep the photons penetrate before they get scattered (this is probably my worst drawing ever):

              The rest is actually quite obvious, I think.

              #58282
              Ingmar Franz
              Participant

                I’ve chosen “Alpha Blend” instead for creating a transparen cube. It seems for me to be a good choice:

                PS: I had to smile a little bit when reading that Blender 2.80 is already “old 2.80 stuff ”  😊. Time is running very fast.

                #58283
                spikeyxxx
                Participant

                  Maybe when Frederik Steinmetz and Gottfried Hofmann have finished updating the ‘Cycles Encyclopedia’ they can start an ‘Eevee Encyclopedia’

                  #58284
                  Ingmar Franz
                  Participant

                    Or we can write one here 😁.

                    #58285
                    Ingmar Franz
                    Participant

                      This is where I wish that the programmers would add one or more illustrations to the Blender online manual to make it better understandable. They know best what they thought when programming it. I’ll try my luck and write them for a more in-depth- explanation

                      #58286
                      spikeyxxx
                      Participant

                        The Blender manual is written by volunteers  and anyone can help:

                        #58287
                        Shawn Blanch
                        Participant

                          Sounds like how it is calculating the effects of light scatter after hitting a surface, but yeah this would be a good question for @jlampel 

                          #58288
                          Ingmar Franz
                          Participant

                            @spikeyxxx you’re absolutely right with your hint but it would be helpfull, if the programmers could write down a few sentences on how things are intended to work and on the technical background which is for me as a Blender programming non-professional a book of seven seals.

                            #58289
                            Jonathan Lampel
                            Participant

                              In Eevee, everything is rendered in layers from back to front. If there’s a transparent material, the background is rendered and then the object is drawn on top of that. In what used to be the additive blend mode, that transparent layer was added to the background (think the add blending mode in photoshop or the add mode in the rgb mix node). 

                              Example: background is RGB [0.1, 0.1, 0.1] (10% red, 10% green, 10% blue) and the transparent object in front is RGB [0.4, 0.4, 0.4] at 50% opacity. In Alpha Blend, 50% of the second color is averaged with the first, giving that pixel a result of 

                              ( [0.1, 0.1, 0.1] + 0.5( [0.4, 0.4, 0.4] )  ) /2 =  [0.15, 0.15, 0.15]

                              With Add, you just add the two without averaging and that pixel would instead be

                              [0.1, 0.1, 0.1] + 0.5( [0.4, 0.4, 0.4] ) = [0.3, 0.3, 0.3]

                              Blend modes are pretty universal to most software, so you can find Add mode in just about every software that has to do with placing one image or video on top of another. 

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