How do I *properly* combine passes in EEVEE?

So I set up a basic scene and tried to combine render passes to give me the same result as the beauty pass. The tutorial I followed was for Cycles, however, and while this seemed to work for the former, it doesn’t for EEVEE.

This is how the nodes are set up in the scene:

And this was the result.

The left side is the beauty pass, and the right is the one I manually combined.
It’s missing something, but I fail to understand what exactly. It looks as if the volumetric lighting is inaccurate, but I have the VolumeDir pass added, so it’s probably not that.

Please help me. ;_;

It’s a different configuration for Eevee. Follow documentation.

I tried this already. It’s identical to the node set up I’ve shown in the first image, minus the Bloom pass, which I doubt exists.

I tried replacing it with a Glare node to achieve similar results, but that didn’t do.

So either I’m doing something wrong (which is likely), or the documentation is outdated, or there’s some sort of bug in EEVEE.

It looks like you need to make sure the volume is rendered properly or empty. :thinking:

Seems that way. But that’s why I’m confused. The volume is rendered, but at the same time it’s missing something…?

I don’t know what I’m supposed to do to render it properly. This is the way it’s done in the documentation.

You can check the volume even with a reasonable scene setting.
Make sure there are no problems with the settings.

I don’t think it’s a problem here because the setting of Composite is a process of mixing images.

So I re-rendered it without any volume, and the result was closer to the beauty render, but still not 1:1.

The notable difference was that, in the manually combined pass, the edges making the silhouette of the cube look outlined in a way. It’s especially noticable in the corners.

The top one is the beauty render, what I’m aiming for. The bottom one is the one I manually combined.
I just don’t understand what I’m doing wrong. I followed the documentation to a T. Still the result wasn’t accurate to the beauty render.

The edge mark is probably one of the Add nodes.
You have to find the cause.
I can’t tell anything from the image. :thinking:

There’s indeed a difference, you can see in some highlights if switch between images.

Eevee wasn’t built for that kind of work, has so many known limitations. Probably is this one about BSDF equation:

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Guess it’s a lost cause then. :sob:

Though I didn’t expect that the BSDF equation issue would cause this lighting artifact, as it mentions the Shader to RGB node specifically, which I’m not using in this case. It’s more used for toon shaders, but maybe it’s all tied together.

Either way, thanks! Guess I’ll just stay away from using passes in EEVEE for now.

I tried tampering with them, but honestly I’m not good enough with nodes to figure it out.

Still, thanks for your help!

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