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#b3d real-time compositer nodes. You know just and idea but could be cool if a lot more vectormath nodes were exposed in compositer. And some day all the render passes would work. A lot of things could be done without huge render times or need for object domain shaders.... show more
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this is obviosly just a test and works only stationary. Also using depth because mist doesnt work real-time yet and would have benefits like different distance sampling. Also some world/object coordinate inputs and such would help to calculate distances from certain point i.e

and you could basically make some sort of global snow effect but would have to reconstruct the whole render with every renderpass. In theory.

@Blender Compositor should support all shader nodes. There is only couple things that can't be calculated per pixel but everything that works in EEVEE could work in compositor. Including all BRDF's.

@Blender In liue of compositor coordinates I just put tranaparent planes in scene and use the AO instead

@Blender But in this case for example it would be easier amd renderwise lighter to make this on global level in compositing. Imagine scene with 300 materialisti where you'd want the effect for each material.

@Blender I wish AOVs would be supported.

@Blender and that's why HBO Dune tv series is so annoying, look at this 2 years ago it was only a dream now reality and You watch this series see 10k Years before "DUNE" and technology is identical WTF. 10k years of stagnation!! .

@Blender Cycles team is responsible for multi-pass support. I am sure they will work on it 100% when they have the time and the resources. Since Eevee has already got Multi-pass support in 4.3. When that day comes it will be super cool! Until then I will stay patient and let them cook.

@Blender blender is the future

@Blender "could be cool if a lot more vector math nodes were exposed" 0 x more = 0, lol there's no vector math nodes :-(
