EEVEE migration from older versions to Blender 4.2 LTS¶
In Blender 4.2 LTS, a major rewrite of EEVEE was released. While most of the features are kept compatible, some were completely rewritten and the compatibility is broken. This page explains the porting procedures and how to reproduce similar setup between both engine versions.
World¶
- World volume now completely blocks distant light (world and sun lights) (PR#114062). To keep the same appearance, the volume needs to be converted to a physical object. A conversion operator is provided in the top bar help menu or in the
World > Volume
panel. The operator will only appear if there is something to convert.
- World light now casts shadows from an extracted light position. When loading older files,
World > Settings > Sun > Shadow
is disabled to preserve their appearance.
Shadows¶
- Previous settings for sun lights shadow resolution cannot be automatically converted, they are replaced by a new setting
Data > Light > Shadow > Resolution Limit
(see documentation). If the previous resolution was much lower than the default value of the new setting, it might cause a huge performance penalty or trigger theShadow buffer full
error. Increasing theResolution Limit
will lower the resolution and fix the issue. Render Settings > Shadow > Soft Shadows
is now a per light optionData > Light > Shadow > Jitter
. This option is disabled by default since shadow map ray tracing can output plausible soft shadows at a much lower cost. If the shadow map ray tracing doesn't give satisfactory results, jittered shadows can be re-enabled on a per light basis.- Jittered shadows are not visible by default in the viewport because of their cost. Turn on
Render Settings > Sampling > Viewport > Jittered Shadows
to enable them back.
Contact Shadows
is no longer available, since the accuracy of the new shadow maps is enough in most cases. For lights that were set up to rely heavily onContact Shadows
, theResolution Limit
might need to be lowered to avoid light leaking.
Materials¶
- Material
Blend Mode
was replaced byRender Method
. To reproduce the same behavior as the formerAlpha Clip
orOpaque
, materials need be modified by adding aGreater Than
Math mode. This is automatically handled for simple materials, but more complex setups need to be converted manually. See below for an example of how to port more complex mixing.

- Material
Shadow Mode
was replaced byObject > Visibility > Ray Visibility Shadow
. This new setting is turned off if all materials assigned to an object were usingShadow Mode > None
option.- If
Shadow Mode
wasAlpha Clip
, it might have been automatically handled along side theBlend Mode
compatibility. Otherwise the material node-tree might need similar adjustment. - If
Shadow Mode
wasOpaque
, the newMaterial > Settings > Transparent Shadows
is turned off. - If
Shadow Mode
wasNone
, the material node tree should have been automatically modified to disable shadows. See below for how to do it manually.
- If

- The introduction of the new see Thickness workflow can affect materials using transmissive shader nodes.
- Automatic conversion is done for
Refraction Depth
if the material was usingScreen Space Refraction
. - Translucent BSDF now uses a more accurate approximation when thickness is not zero. To reproduce the same results as in 4.1, a
Value
node with a value of 0 need to be connected to theThickness
socket of the material output node. Subsurface Translucency
has been removed as it is now always evaluated. However, it relies on theThickness
socket output to determine the inner absorption of the object. Shadow maps can still be use to refine this thickness by enablingMaterial > Settings > Thickness From Shadow
. This can help achieve similar results as in 4.1.
- Automatic conversion is done for
Screen Space Refraction
and Light probe planes are no longer supported in materials usingBlended
render method (formerAlpha Blend
). The only workaround for now is to useDithered
render method and enableRender Settings > Raytracing
. There are discussions adding new refraction option for these materials (#122979).
Render Settings¶
- Volumes now receive indirect light. When loading older files,
Clamping > Volume > Indirect Light
is set to near zero to preserve their appearance. To enable indirect light, reset the aforementioned property to the default value.
Light Probes¶
- Light probe volumes samples location and influence volume have changed. They might need to be manually scaled up to avoid light leaking.
- Light probe volumes now have a
Surfel Resolution
option that might need some tweaking to be able to bake older scene (refer to the manual for more detail). - Light probe volumes object now contains the baked lighting. Baking needs to be performed again using
Scene > Light Probes > Bake All Light Probe Volumes
. Baking can also be performed on a per volume basis usingData > Bake > Bake Light Cache
- Light probe spheres option has been moved to
World > Settings > Light Probe
andScene > Light Probes
. Their meaning has change as they now correspond to square textures instead of cube textures. - Light probe spheres and planes only record diffuse lighting. All specular & glossy lighting is converted to diffuse lighting. This is a limitation currently being investigated.
- Light probe visibility collections have been removed in favor of per object visibility option. Manual conversion is needed.
Bloom¶
- The Bloom feature and its associated render pass has been removed in favor of the realtime compositor
Glare
node withBloom
glare type. Old files need to be manually adjusted by adding theGlare
node in the compositor setup. The compositor result can be previewed in the viewport by enabling the compositor in the Shading pop-over.