Probably an issue with cycles too, but…I was about to test a scene with eevee Global scatter volumetrics, setup first in blender 4,3.
and…of course, it says it should be converted to an object volume to render correctly, which I did (not fond of that)
Then I realized, this means any change I do on the worl background intensity, color, gradient or other backdrop, will Only affect the objects in the scene, not the volumetrics in the scene, this is really bad.
With legacy volumetrics, any such world change would affect to object too, as it would in real life.
And vice versa now, when I change the volume item, it will only affect the volumetrics, not the object itself.
Also…I tested to add a new volume scatter node, the new ones, but it fails to generate any volumetrics at all, while the node that should be the same, though it was converted, the new one with fourier settings, will work, so very weird, it´s the same nodes, just that one of them was created after the conversion.
right image, the legacy volumetrics.
The transfer of bloom to compositing was kind of a bad thing too, at least for setting things up fast, it takes longer time to activate the options for use camera, always, then enter compositor, add nodes, hook it up and adjust settings.
But killing of world global scatter, and introducing a split from the world scene between objects and volumetrics, that is not good …it´s not how real world acts, the legacy model on that is better for that, volumetrics should affect the scene objects, and backdrop intensity, colors, images, should affect the volumetrics.
But…I am eager to hear others tell me something else here, maybe I missed something, benefits of doing it this way that I just can´t see?
I reckon this will be the same for cycles too, and that will screw up my old nice setups with mist, fog global scatter that so nicely blends with any deer animal in the scenes, and it will be very hard to tweak it effectively with a good match when converted from the world global scatter to an object volume.