4.2 viewport shading mode screen grab with raytracing
Why does it become so blurry and why does the viewport shading mode even care about the Raytracing option in the first place?
If you want raytracing in Eeevee and want to set up fine surface texture detail with voroni and noise nodes, do you have to toggle Raytracing off all the time? That’s a lot of switching back and forth…
Can you change the visual aspect by altering the “max roughness” setting? Because the materials use raytracing only if they are within that setting (else they use the “fast GI approximation”).
If lowering the max roughness adds more fine detail, it has to be the fault of the raytracing.
What happens if you set the raytracing resolution to 1:1? The stuff in the direct light shows detailed specular because of the direct shading, but the shadowed side of the object relies entirely on the raytracing, so if it’s set to half resolution, could it fail to capture fine detail?
I have just managed to reproduce the problem on my side. It seems to be caused by Eevee’s denoising, especially the temporal accumulation is at fault.
I can get it to render sharp bump by disabling the denoising, setting the raytracing to 1:1 and just using lots of samples to render.
For me, I think it was the bump. Denoising didn’t seem to do much.
I’ll upload it here with Cycles enabled and you’ll see how anything which gets hit by the light from the window looks very, very flat in Eevee without enabling displacement.
I’m hesistant to mark your previous answer as a “solution” because I’m still hoping that this is a bug, or at least will be improved for 4.2.1… or is this the new normal? We need to use displacement nodes now?
Well, in your file, the max roughness is still set very low, so it’s normal that the denoising settings do nothing, as the low max roughness prevents raytracing from being used. If I set it back to default, then turning off denoising does make a difference.
Also, I must point out that your bump and displacement nodes aren’t adjusted to the same intensity.
Wait, I thought I had to lower it, not raise it? It looked even worse to me when I dragged the slider in the other direction…
They have different inputs so it’s difficult to know what intensity to adjust them to.
EDIT: Ok, seems if you set displacement to world scale then the input fields of displacement and bump do correspond to each other, even though they’re labeled differently…
That was just for testing, I wanted to see if the problem was linked specifically to raytracing. Lowering max roughness forced the shader to use fast gi instead of raytracing.
So, it looks like the denoiser should be avoided for now, or at least the “temporal accumulation” setting should be deactivated. This means more samples will be necessary.
So you won’t be able to get a realtime render out of Eevee for now, but without denoising it can still work as a pretty fast offline renderer.