Eevee + Workbench shading test

There’s just something I like about the Workbench render output.

When Blender 2.80 was released the compositor didn’t allow mixing and matching render engines but the 2.82 does!

Perhaps this was fixed earlier, but didn’t notice…

And here’s the result:

And below are the render passes:

The passes are multiplied and tweaked a bit in compositor nodes and the Eevee pass is quite bright to compensate the Workbench pass. Workbench pass uses matcaps and heavy cavity shading with both viewport and world enabled.

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