2.8 Viewport Cavity in Eevee?

Good Evening Blender Artists!

I’ve never had much luck with using AO on my renders. But I was dazzled by the 2.8 vieport shading ‘cavity’ options and how flawlessly they seem to work. In addition the outline option is also fun and crisp to have on.

However, I can’t seem to find any way to implement these effects in Eevee Rendered Scenes. Presumably the realtime rendering developed for Eevee is powering the viewport options (although I could be mistaken here).

Could anyone point me in the right direction?

I’ve attached an image to demonstrate what I mean, I used the flat shading option (which seems identical to a pure diffuse shader displayed in the Eevee Renderer, and the shading is done purely with the cavity Ridge and Valley settings. I’d love to be able to use those as control nodes for materials.

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Eevee and Workbench are separate engines.

can you elaborate on Eevee and Workbench
what are the differences and usage ?

and what about Cycles this is also an engine I guess
and may be another one for the new BGE too

thanks
happy cl

ah, really? That’s a shame. SO presumably there’s no way to access those settings then?

I also would love to see this option.

A node for cavity would be very usefull. The same goes for the - new - curvature option. This would allow for blending materials like this person does at here at 4:35 ( he uses AO which looks nice but is actually incorrect ), or maybe use it for creating extra NPR toon lines.

Blender 2.8 ships with 3 engines: Workbench, Eevee & Cycles.

The main purpose of Workbench is to be a fast way to visualize your scene while working. You can also use this for final renders if you want.

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Eevee already supports AO, but not the view-dependent cavity.

In render menu I see cycles EEVEE and OpenGL

is OpenGL the workbench ?
or how where do I find this workbench engine
any video available for showing this ?

Sorry still trying to figure out things in 2.8
and there was so many changes in the Alpha stage !

thanks
happy cl

Yep! The render engine labeled as “OpenGL” is the Workbench engine. They’ve changed it back to Workbench in the UI again so if they switch to Vulkan in the future there won’t be any need to change the name too!

In the renderer menu, there are Workbench, Cycles and Eevee.

OpenGL is just a graphics API which powers both Eevee and Workbench. It’s not a user facing thing.

As of yesterday it still listed Workbench as OpenGL. I guess that’s where the confusion is coming from.

To return to the topic: Does anyone know if there are plans to implement Cavity in Eevee, or Cycles?
(Or even to Bake a Cavity layer) ?

I was aware of that video, but couldn’t get the AO node to work as reliably as the example. I tried the process again on a low poly object and also couldn’t get it to work. I’ll have to revisit the process and play around some more.

Thanks for the feedback guys, It’s insightful but a shame that the options aren’t available.

I suppose my next question is;
Would it be possible to reconstruct the workbench settings using nodes inside of Eevee? I suppose all the normal and depth information is the same.

There is a node setup for the cavity shader as well as the .blend file in this thread.

Just wanna chime in that I’d love to have a reliable cavity/curavture node in Eevee (and cycles) as well. It would be very powerful when it comes to procedural material creation. I’ve been able to get a kinda ok curvature setup in cycles using multiple AO nodes, but it’s cumbersome, slow and doesn’t work in Eevee. Substance painter does curvature really well, and it’s pretty much essential to have when doing procedural masks. A Curvature node that works in both Cycles and Eevee would allow us to preview/edit in Eevee, and then bake it down to a texture as well.

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I tried the process again on a low poly object and also couldn’t get it to work. I’ll have to revisit the process and play around some more.