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As you may know, blender 4.2 comes with a brand new EEVEE engine that supports "ray tracing", or rather screen space ray tracing which means it will calculate global illumination and reflections for everything that is visible on the screen.

It's a step forward and overall my models seem to hold up fine as far as I can tell.

The first picture shows the result with default settings and as you might notice, there's some issues with specular, especially on the middle of the lips, nostrils and around the eyes.

The way to fix this is to increase the "Max roughness" setting under ray tracing in render properties. You can also increase "Precision" under screen-tracing sub menu.

If I understand correctly, increasing the roughness to 1 makes it so that instead of using what they call "Fast GI", EEVEE will instead use "correct" ray tracing. Result can be seen in 2nd picture.

I don't know why that setting is at 0 by default, but if I'm not wrong it means "correct" ray tracing is not used at all and only "Fast GI" is, whatever that means.

Maybe a performance thing but I didn't notice any difference on my setup so I recommend setting max roughness to 1.

It might also have something to do with the new thickness setting in materials but I'm unsure what it does exactly right now.

If some of you have a better understanding of those setting, please share in the comments.

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Comments

Angel Mora

For the max roughness thing, it has less to do with performance and more to do with how it looks. Using ray tracing for higher roughness values introduces more noise and is ultimately not super necessary because super rough materials don't really reflect much light in a way that would make ray tracing necessary. To increase the max roughness value, you'd also need to increase other settings to reduce noise. For the thickness socket, as far as I understand, it's not doing much. If you leave it disconnected, the shader will calculate the thickness of the material for translucency and whatnot how it always has. They're only giving us the ability to change it, though I'm not totally sure how to get better results than default. It's probably a matter of trial and error.

LeGuymelef

Thing is, fast GI has some serious issues with specular and is, for now, way worse looking than the previous version of EEVEE. So unless there's another solution to fix those issues, I can only recommend cranking up max roughness up to where it looks alright. And thanks for the thickness explanation, it won't solve the specular issues then.