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  • Published 25 Nov 2019

World shader node for Eevee

For NPR rendering, it would be quite useful to have a World input node for Eevee, providing the Background Color and Value data for custom shading setups.

The main reason for it being useful is that it could provide a global way to control shading. Especially in the case of linking, if it could forward the scene World data to the shaders of linked objects. So one would not need to make Overrides to each and every linked object to reach a desired lighting for a toon shader for example.

One potential problem is that it would only work with a single color Background, and not with HDRI-s and panoramas. Not sure how that should be handled.

world_node.png

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Development Status: Open

Upvote 4 Downvote 1
bszlrd
25 Nov 2019

3 Comments

jason

Why wouldn't you use the Compositor for this?

bszlrd Author

* @Jason van Gumster * Because you can't really do it with Eevee passes / without per scene material override. And one important upside of Eevee for NPR rendering is it's speed, and that the render preview is almost identical to the render output.

1
bukebeyond

* @Jason van Gumster * The compositer is great, but it really slows down the workflow when not live in the viewport. Sure it can take extra gpu/cpu to integrate into the viewport, but user interruption handling with low latency is the key. Wait a couple secs longer in the viewport, and the compositor finishes. This would also help with missing glares in cycles, which are often artistically crucial to preview while designing a shot or animation.