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  • Published 28 Aug 2018

EEVEE: fake colored shadow maps and caustics for transparent objects

I believe that eevee could have the projection of fake transparent colored shadows and caustics. The transmission materials (glass, transparent, water, scattered subsurfaces), with a simple trick, would project an object clip on the shadow in addition or multiplication etc .. and then blurred and in a transparency parameter ... these parameters could be available to the user so that he can get the effect he best prefers ... this trick should be immediate and without waste of resources compared to a true raytracing ....

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Development Status: Open

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nokipaike
28 Aug 2018

11 Comments

we just need rtx for eevee

2

@dorianborremans: clearly

nokipaike Author

@dorianborremans:

lol ...
it would be appropriate for the future .. but for now I would be happy with the trck

@amonpaike: well everything is ready ,, it will maybe come soon that youre expecting

nokipaike Author

@dodododorian: Well I hope so ... but it will not be the same so soon ... mainly because of my pockets hehehe

1
dpdpforlife

Agreed. It would be a bit strange if open source free (as in beer) software required a $700+ (as in a month’s fuel and utilities) GPU to access all of the features. @amonpaike:

1
nokipaike Author

@dpdpforlife: it's not for this ... the skills and results that blender allows you to get justify the expense to those who know how to make their work profitable

dpdpforlife

@amonpaike: For sure. The GPUs always pay for themselves pretty quickly.

@dpdpforlife: youre paying a big plus for a technology that just born , in few years this will be either mainstream or a total flop , but well this is still revolutionnary for the cg industry and having it inside of blender would be jawdropping

2
nokipaike Author

in reality this trick already existed in the ancient blender internal rendering :)

1
dpdpforlife

@chimpin_75: I agree that it’s weird in that there should be shadows for glass, but I know at least unreal engine requires tricks and work arounds to make transparent shadows. In unreal, it takes weird tricks to even see transparent surfaces like glass. Other engines may be the same.

It would be great if Blender had an official trick that worked very time without a huge shader tree. It may be possible to modify the projected geometry shadows they’re using in the OpenGL/Workbench engine.