Gamechanger right there! I also wonder if theyve fixed Eevee not being able to export glow-bloom on top of a transparent background. Need to test that out, as it screws with so many quick an easy renders.
@@Alex_DeltaDev pixels with opacity require the color behind it to multiply its effects against it. If its transparent theres nothing there to multiply against and the result is nothing. no color. You'll probably have to do some compositing trick to remove the background after the render is complete.
It's about bloody time, though having the option to toggle whether emissive textures actually light stuff is necessary. Having displacements working as well and parallax mapping would be the next step.
Super excited for Eevee Next. Eevee works well for my renders, but the emissions not working in Eevee has always been a pain. That is going to make my renders and scenes 100x easier.
Just set max roughness to 1 and clamping to 0 in screen space reflections, adjust gamma to bring up dim reflections to about 2 or 3 and add some metallicity to your materials (0.2 to 0.8). From my testing it looks pretty much the same as EEVEE next, except that latter has nice dithered shadows, but it comes at a cost of way worse performance.
Don't forget that the similarity of the rendered image is not the only thing to take into consideration when comparing render engines. It's also a lot of technical stuff that you don't see at first glance such as light groups, light linking and AOVs/render passes. Especially for high end movie production where a lot of stuff happens in compositing, you definitely don't want to miss out on all the different render passes you get from Cycles or other raytracers such as direct, indirect, albedo, spec, UV etc which real time engines like Eevee or Unreal tend to combine into simple RGB or at max Light/Color passes due to the simplified computation of light rays.
I think that the improvements in hardware will make offline renderers so fast that they will approach realtime, pushing the migration to realtime farther into the future.
I hope that the support for panoramic cameras in EEVEE-Next also means equirectangular cameras - this will be a killer feature for rendering of VR/360 degree videos for TH-cam. It's currently only possible in Cycles. I hope they someday consider baking as a feature for EEVEE-Next. It would make it so much faster to create game assets.
Does anyone know if there’s any more info anywhere on panoramic support for Eevee next? I can’t find anything online at the moment, would love to know more if it’s finally arrived!
@@thecrinjemasterjay sorry for the confusion, I'm referring to rendering of 360 degree videos, which can be viewed with a VR headset after uploading them to TH-cam (I have many examples on my channel). These require a panoramic camera, which currently, only Cycles supports.
Yep, answerwd my question at the end. I do a lot of glass/reflective objects in renders so cycles it still is. But really dig that they are still working on getting eevee better.
My biggest issue with EEVEE is a lack of a proper shadow catcher function. I know you can create a material the mimics it, but it does not work nearly as well as Cycles' shadow catcher. I would LOVE to see this added to EEVEE
Love it! My GPU is starting to look old so Eevee next might just save me a lot of money here. For about 80% of my projects Eevee is almost good enough already (but not quite there yet), so I really cannot wait to play around with it once it's officially shipped. With how much studios already use UE5 for long movie projects and UE5 supporting render samples, I can already see the gap closing for good in the near future.
Can't wait! Rendering takes so much time! And recently i did a very big water sim and it took all night and a bit of a day with cycles. I can not wait for faster better rendering.EDIT Also i completely forgot that eevee didn't have displacement wich i used for quick terrain but now i find my self to just sculpt it if it is a small scene. VERY NICE!
@@RomboutVersluijs yea I actually agree but if I'm just doing something for fun and not professionally I don't really care if it will look super realistic, I just want it to look "good". But as said in the video in the future I think that we will have almost perfect real time ray traced rendering. But until then this is our only option
I'm kinda new to Blender, so I enjoyed the fairly simple explanations. I love that emission shaders are now bouncing light on other objects. I've been faking it with area lights, but adding too many can really slow down rendering. Wondering if this new raytracing will replace screen space reflections someday. Though I don't really mind, ssr works fine for what I want.
I've been working with Blender A LOT again recently, and have been torn between the quality of Cycles and the speed of EEVEE. This looks like THE best middle ground for what I need, so I'm 1000% gonna have to check this out. Hopefully a stable release with EEVEE Next comes soon!
I'm so looking forward for Blender migrating from OpenGL to Vulkan and implement actual hardware raytracing (for reflections at least), that would be nuts
i think the biggest hurdle that most potato PC users will have is the lack of Vram when that happen, if everyone still stick with 8GB goodluck, but I hope when Vulkan happen everyone already moved to at least 12GB+ Vram
I Tried EEVEE NEXT when it was in alpha stages. I'ts concept was really good, but it needs to get better. Hopefully it does get better every day. (if you ask, it was available in 4.0 alpha or beta build)
Nice to see improvements to EEVEE! I work in the broadcast industry with extremely tight turnarounds (somedays the request for a 7 second animation in an hour or less leaves very little room for timely renders as the deliverable needs to be "one and done" no revisions). So I switched to Unreal 5. This looks like it may be a good enough replacement to skip a step in the process of delivering the final render. Definitely keeping my eye on it!
Played a bit with Eevee Next a couple of months ago. Some stuff was pretty broken still, but the "ray traced" lights and shader-based displacement blew my mind. Good comparison to UE5! Looking forward to Eevee Next being released in a LTS Blender version.
I apologize if I come across as pedantic here but the render engines won't be 'combined' as much as the old EEVEE, now referred to as "EEVEE (Legacy)" in the new builds, is supposed to be completely replaced by EEVEE next... which is why in the newer builds, it's also no longer called EEVEE next but just 'EEVEE'.
@@Mediocreinput In Blender, work-in-progress versions of render engines that do not yet support all features of the previous version is usually referred to as '[render engine] next'; once they achieve feature parity however, the old one is considered 'legacy', deprecated, to be removed while the 'next' version becomes the regular, non-next version.
@@Mediocreinput EEVEE Next is just the development codename for the new rewritten EEVEE engine. Once EEVEE Next is finished and shipped in a release build, the old crusty Eevee renderer will be removed, and EEVEE Next with just replace it as EEVEE (Because again, Next is just a codename).
@@Mediocreinput Just like Cycles when they developed "Cycles X". Newer versions of blender didn't rename cycles engine as "cycles x", just replaced the old cycles engine with cycles x engine and kept the "cycles" name
Well, as a mostly Eevee-only artist all I can say is I just hope they don't delete the old Eevee. Or if they combine those two into one, I hope they will only *add* new features, and they won't delete any. Screen space stuff can be extremely useful for stylized effects, and if they take that away from blender it's not gonna be good. It's exciting to see such development, but Eevee has a lot more creative freedom now when it comes to stylized animation.
Yeah, the fact that its named like an iteration is a little concerning. Im guessing a lot of older computers wont really be able to make use of Eevee Next, while currently Eevee is a good option for people without super beefy computers.
I think the switch to real time rendering is already happening, maybe not for those who are already have years or decades under their belt using offline renderers, but people who want to something fresh and tailor their style to the capabilities of the renderer and the very quick iteration times that allows them.
Eevee next isn’t going to replace cycles because sometimes you want to do the cycles calculation and not the eevee one. The scene you’re showing doesn’t need the cycles calculations so yeah you can just switch.
we will switch to real-time rendering full-time when even low-end hardware can do it in games. for example we will use per-vertex raytracing with vertex lighting before we can use per-pixel raytricing (which is what we usually think of as raytracing)
Cool video! Just rewatched it because I needed to set up eevee-next for my current project and couldn't find any other decent tutorials on new settings. I honestly think that the title should include "EEVEE-NEXT" somewhere because if I didn't watch it before I wouldn't know that it is actually about eevee next.....
Looks awesome! So will this be faster in viewport then please? As I do a lot of animations and really hard to judge timing etc as the slowdown can be really bad! Even with a beefy PC!
As a GTX 1070 owner getting into blender, being able to use EEVEE for more sounds great. It's not like I'm going to make a dreamworks level animation for a while so reduced render precision sounds like a fair tradeoff if it means I can cut my render times by.. idk > 90%?
If I'm not mistaken, it was supposed to come in 4.0 but they postponed the release because it wasn't ready yet. but it will come in Blender itself and will replace the default eevee
@@sebemmelembro2172 ty. Replacing the original eeve can be a make or break cuz there won't be any alternative instead of going back to 4.0 if it's laggy or gittery for some systems. I hope they keep the original eeve engine aswell
I think now cycles should combine the algorithms of Luxcore which is more physically accurate and some people also said about making cycles an spectral renderer which works based upon light properties to achieve more realism.
Probably not since it's not just a matter of real time rendering quality, it's also a matter of development resources. The full time blender devs and open source contributors already have to deal with so many systems, making them also focus on a game engine aspect will just stretch them even thinner. There are some forks of blender that are trying to maintain the game engine, and I think that's the ideal, as the game engine can continue to exist without taking away from core blender development.
All real time rendering is tricks. That's why I think it will take quite a lot time until the real time tracers will be fast enough to fully replace traditional renderers. Visually they look great, but since we still struggle producing renderers that are photo realistic and don't fall into the uncanny valley, we still have ways to go in the traditional path. So I think we will chase the traditional renderer for quite a while with the realtime renderers. AI processing will enhance the quality and close the gap, so that is a variable that maybe could change the trajectory and the point where the two will meet.
People should first have understanding of rendering and why certain engines take longer. I see folks asking features for EEVEE which simply not possible
I didn't participate in eternal ascent 3d challenge due to the render time takes ages on cycle. But also it up to me... I didn't manage time on rendering.
@@SouthernShotty yes but once evee next comes out what would you use cycles for? Also what is the work bench render engine for blender? Because blender currently has evee, cycles x and workbench but not sure what workbench does
@@Otakubro6 There are plenty of reasons, such as: - More realistic and consistent lighting since cycles bounces light around the whole scene not just what is visible on screen, in other words Raytracing in eevee is a screen space effect which has limitations. - Cycles has real caustics and far better volumetrics. - Certain nodes only fully work in cycles like the bevel node, or light path node. - Light nodes in eevee just aren't a thing, you can enable nodes on lights but it doesn't do anything. - Only cycles has osl support, but that's probably not relevant for most people and you can technically script shaders in eevee using python but it's pretty inconvenient.
i don't think 'real time' rendering is gonna replace offline rendering because offline rendering is based on being realistic to physics while 'real time' rendering is based on more and more layers of hacks to replicate reality I believe that there will always be situations where offline rendering is substantially more realistic than 'real time' rendering. It just that the occurrences of those situations might decrease to a negotiable quantity.
I just installed or upgraded from 3.6.5 to 4.0.2 from the main download page and eevee next is not there, is it already combined or does this version not have it yet ? I noticed you are downloading daily builds so I'm guessing this is very recent Ok I found the page, I'll wait for a stable release, I don't like that break your files warning, lol
Sorry for being late for the party. While eevee NEXT's improvement over its predecessor is great, I have concerns over it's usage of hardware... Will it be more demanding (particularly the VRAM) than OG eevee?
Even ignoring everything else, emission shaders actually illuminating your scene it’s already huge for me
Gamechanger right there! I also wonder if theyve fixed Eevee not being able to export glow-bloom on top of a transparent background. Need to test that out, as it screws with so many quick an easy renders.
@@Alex_DeltaDev pixels with opacity require the color behind it to multiply its effects against it. If its transparent theres nothing there to multiply against and the result is nothing. no color. You'll probably have to do some compositing trick to remove the background after the render is complete.
It's about bloody time, though having the option to toggle whether emissive textures actually light stuff is necessary. Having displacements working as well and parallax mapping would be the next step.
FINALLY!! :DD
@@Siphonifeyou could still implement some sort of fix or so. Trickery is kinda annoying albeit it is doable.
We need a full-fledged lesson on creating a similar scene with a new render
I may work on this
PLEASE.
@@SouthernShotty Thankyou so much 💐🤗🙌🙌🙏🙏🙏
Convert your materials if they need it? Click different render engine?
@@SouthernShotty You September work on that!
Super excited for Eevee Next.
Eevee works well for my renders, but the emissions not working in Eevee has always been a pain.
That is going to make my renders and scenes 100x easier.
Just set max roughness to 1 and clamping to 0 in screen space reflections, adjust gamma to bring up dim reflections to about 2 or 3 and add some metallicity to your materials (0.2 to 0.8).
From my testing it looks pretty much the same as EEVEE next, except that latter has nice dithered shadows, but it comes at a cost of way worse performance.
Don't forget that the similarity of the rendered image is not the only thing to take into consideration when comparing render engines. It's also a lot of technical stuff that you don't see at first glance such as light groups, light linking and AOVs/render passes. Especially for high end movie production where a lot of stuff happens in compositing, you definitely don't want to miss out on all the different render passes you get from Cycles or other raytracers such as direct, indirect, albedo, spec, UV etc which real time engines like Eevee or Unreal tend to combine into simple RGB or at max Light/Color passes due to the simplified computation of light rays.
Tip: you can work on blendee then import it intro unreal or unity for fast render up to 4k near 1-5 second per frame
I think that the improvements in hardware will make offline renderers so fast that they will approach realtime, pushing the migration to realtime farther into the future.
I can't WAIT for Eevee NEXT to be in a stable build! Thanks for the peek into its abilities.
4:34 YOOO 🔥🔥
This puts a smile on my face.
I hope that the support for panoramic cameras in EEVEE-Next also means equirectangular cameras - this will be a killer feature for rendering of VR/360 degree videos for TH-cam. It's currently only possible in Cycles.
I hope they someday consider baking as a feature for EEVEE-Next. It would make it so much faster to create game assets.
I agree, baking would be so nice in Eevee Next.
they are improving baking too
Does anyone know if there’s any more info anywhere on panoramic support for Eevee next? I can’t find anything online at the moment, would love to know more if it’s finally arrived!
Isn’t there already vr rendering support for blender? It’s like a built in addon or something right?
@@thecrinjemasterjay sorry for the confusion, I'm referring to rendering of 360 degree videos, which can be viewed with a VR headset after uploading them to TH-cam (I have many examples on my channel). These require a panoramic camera, which currently, only Cycles supports.
i am so pumped about this!!
Going to look great with those metallic mo graph renders with emission shaders
It's so crazy how far we've come in the last 10 years.
Yep, answerwd my question at the end. I do a lot of glass/reflective objects in renders so cycles it still is. But really dig that they are still working on getting eevee better.
My biggest issue with EEVEE is a lack of a proper shadow catcher function. I know you can create a material the mimics it, but it does not work nearly as well as Cycles' shadow catcher. I would LOVE to see this added to EEVEE
WOW! So excited for the final release. 🎉
Love it! My GPU is starting to look old so Eevee next might just save me a lot of money here. For about 80% of my projects Eevee is almost good enough already (but not quite there yet), so I really cannot wait to play around with it once it's officially shipped. With how much studios already use UE5 for long movie projects and UE5 supporting render samples, I can already see the gap closing for good in the near future.
How fast is the render speed comparing the same scene in cycles and eevee?
depends on the scene. For my example it was about 10 minutes vs 1-2 hours
Can't wait! Rendering takes so much time! And recently i did a very big water sim and it took all night and a bit of a day with cycles. I can not wait for faster better rendering.EDIT Also i completely forgot that eevee didn't have displacement wich i used for quick terrain but now i find my self to just sculpt it if it is a small scene. VERY NICE!
That's a lot fo time just to hydrate yourself
Your water will still look not good as in Cycles, you do realize that i hope
@@RomboutVersluijs As the engine advances, it very well could look better and better.
@@spydergs07 true, but some aspect are just not possible to look realistic and bebhigh quality
@@RomboutVersluijs yea I actually agree but if I'm just doing something for fun and not professionally I don't really care if it will look super realistic, I just want it to look "good". But as said in the video in the future I think that we will have almost perfect real time ray traced rendering. But until then this is our only option
I'm kinda new to Blender, so I enjoyed the fairly simple explanations.
I love that emission shaders are now bouncing light on other objects. I've been faking it with area lights, but adding too many can really slow down rendering.
Wondering if this new raytracing will replace screen space reflections someday. Though I don't really mind, ssr works fine for what I want.
I've been working with Blender A LOT again recently, and have been torn between the quality of Cycles and the speed of EEVEE. This looks like THE best middle ground for what I need, so I'm 1000% gonna have to check this out. Hopefully a stable release with EEVEE Next comes soon!
I'm so looking forward for Blender migrating from OpenGL to Vulkan and implement actual hardware raytracing (for reflections at least), that would be nuts
i think the biggest hurdle that most potato PC users will have is the lack of Vram when that happen, if everyone still stick with 8GB goodluck, but I hope when Vulkan happen everyone already moved to at least 12GB+ Vram
What daily build are you using?
1:13 Deja vu
Or so I thought..😅
I Tried EEVEE NEXT when it was in alpha stages. I'ts concept was really good, but it needs to get better. Hopefully it does get better every day. (if you ask, it was available in 4.0 alpha or beta build)
Nice to see improvements to EEVEE! I work in the broadcast industry with extremely tight turnarounds (somedays the request for a 7 second animation in an hour or less leaves very little room for timely renders as the deliverable needs to be "one and done" no revisions). So I switched to Unreal 5. This looks like it may be a good enough replacement to skip a step in the process of delivering the final render. Definitely keeping my eye on it!
Played a bit with Eevee Next a couple of months ago. Some stuff was pretty broken still, but the "ray traced" lights and shader-based displacement blew my mind. Good comparison to UE5! Looking forward to Eevee Next being released in a LTS Blender version.
I apologize if I come across as pedantic here but the render engines won't be 'combined' as much as the old EEVEE, now referred to as "EEVEE (Legacy)" in the new builds, is supposed to be completely replaced by EEVEE next... which is why in the newer builds, it's also no longer called EEVEE next but just 'EEVEE'.
It is no longer called EEVEE next but just 'EEVEE'
what
@@Mediocreinput In Blender, work-in-progress versions of render engines that do not yet support all features of the previous version is usually referred to as '[render engine] next'; once they achieve feature parity however, the old one is considered 'legacy', deprecated, to be removed while the 'next' version becomes the regular, non-next version.
@@Mediocreinput EEVEE Next is just the development codename for the new rewritten EEVEE engine. Once EEVEE Next is finished and shipped in a release build, the old crusty Eevee renderer will be removed, and EEVEE Next with just replace it as EEVEE (Because again, Next is just a codename).
@@Mediocreinput Just like Cycles when they developed "Cycles X". Newer versions of blender didn't rename cycles engine as "cycles x", just replaced the old cycles engine with cycles x engine and kept the "cycles" name
@@gabrielgonach6330 ooh thanks, I just get the reply update now from all the comments
Well, as a mostly Eevee-only artist all I can say is I just hope they don't delete the old Eevee. Or if they combine those two into one, I hope they will only *add* new features, and they won't delete any. Screen space stuff can be extremely useful for stylized effects, and if they take that away from blender it's not gonna be good. It's exciting to see such development, but Eevee has a lot more creative freedom now when it comes to stylized animation.
Yeah, the fact that its named like an iteration is a little concerning. Im guessing a lot of older computers wont really be able to make use of Eevee Next, while currently Eevee is a good option for people without super beefy computers.
eevee has been my main renderer for years, you just need to understand how it works and what it does exactly.
I think the switch to real time rendering is already happening, maybe not for those who are already have years or decades under their belt using offline renderers, but people who want to something fresh and tailor their style to the capabilities of the renderer and the very quick iteration times that allows them.
I already use Eevee only for my animations and it looks plenty good. Cant wait for the Eevee Next boost !
One thing id love to see in either Eevee or Cycles, is mirror reflections natively
Good, thank you 🙏
Eevee next isn’t going to replace cycles because sometimes you want to do the cycles calculation and not the eevee one. The scene you’re showing doesn’t need the cycles calculations so yeah you can just switch.
I am going to love this. I actually already do love this, but even then, THANK YOU BLENDER FOR ADDING DISPLACEMENT TO EEVEE NEXT!
we will switch to real-time rendering full-time when even low-end hardware can do it in games.
for example we will use per-vertex raytracing with vertex lighting
before we can use per-pixel raytricing (which is what we usually think of as raytracing)
It has shadow catcher now?
hyped for this to come into an official release
Cool video! Just rewatched it because I needed to set up eevee-next for my current project and couldn't find any other decent tutorials on new settings. I honestly think that the title should include "EEVEE-NEXT" somewhere because if I didn't watch it before I wouldn't know that it is actually about eevee next.....
I’m wondering if anime style npr shaders will still be usable like how they are right now in eevee with eevee next
Right now the shader to rgb node doesn't work with NEXT but it's on the checklist of things they need to do
@@williamsmith6921 Pretty sure Shader to RGB is closed. See issue 113747. Next now looks like Legacy.
@@williamsmith6921 As the guy that opened that issue on Blender's issue tracker I can confirm it's been fixed.
Awesome scene! Still working on v3 here, but this is exciting!
Very well explained 🙌🙌
Looks awesome! So will this be faster in viewport then please? As I do a lot of animations and really hard to judge timing etc as the slowdown can be really bad! Even with a beefy PC!
its going to be amazing ill hold on for the beta
This is super exciting. Thanks for sharing.
DISPLACEMENT IN EVEE?!?!?!?!? 🤯
Bros presentation skills got improved
is it already out !?
Me running 2.79b with my goddess computer top notch baby from 2016: I wonder what's a potato PC if you can run the last version of blender ☠️
FINALLY, WERE MOVING TO VULKAN AAAAA
when is it releasing
In a few weeks. Posting soon 😁
@@SouthernShotty i mean Eevee next in google it is saying it was releasing in 5march
As a GTX 1070 owner getting into blender, being able to use EEVEE for more sounds great.
It's not like I'm going to make a dreamworks level animation for a while so reduced render precision sounds like a fair tradeoff if it means I can cut my render times by.. idk > 90%?
that looks awesome!
When will eeve next be available on the official blender website? Or is it some sort of addon or third party render engine sort of thing?
If I'm not mistaken, it was supposed to come in 4.0 but they postponed the release because it wasn't ready yet. but it will come in Blender itself and will replace the default eevee
it'll be in blender 4.1
@@SouthernShotty tysm
@@sebemmelembro2172 ty. Replacing the original eeve can be a make or break cuz there won't be any alternative instead of going back to 4.0 if it's laggy or gittery for some systems. I hope they keep the original eeve engine aswell
@@Sen_Main The original EEVEE is in the 4.1 alpha builds where it's named "EEVEE (Legacy)"
I hope this day when the two render methods come close enough to close the gap arrives soon, I mean, somewhere around now and the next 10 years
Eevee has always been my favourite. It's so nice it's getting love~
I needed to watch this video to find motivation again. 🔥
I think now cycles should combine the algorithms of Luxcore which is more physically accurate and some people also said about making cycles an spectral renderer which works based upon light properties to achieve more realism.
yo i just downloaded blender v4.1 and i cant find the evvee next even using tutorials. did they remove it?
Yeah, its been removed from 4.1 and will be most likely in 4.2, perhaps even later as it has too many issues they need to work on
danngg, i wanted it so bad tho@@mickyr171
Volume in evee next not work😢
You sound a whole lot like ben wyatt from parks and rec 😂
Amazing video as always
Will eeveeNext also able run in non raytracing gpu?
Yes it runs just fine on rx580
@@andrewsneacker1256 nice to hear.. i've use RX570.
isn't it the same as using the original Eevee with the ssgi addon?
Excellent.
How do I access Eevee Next?
1:25 The geometry is different as well as the render engine. So I can't trust what I'm seeing is a valid comparison.
i love blender. i wonder if we're ever gonna see blender game engine make a comeback with all the new advancements in real time rendering
Probably not since it's not just a matter of real time rendering quality, it's also a matter of development resources. The full time blender devs and open source contributors already have to deal with so many systems, making them also focus on a game engine aspect will just stretch them even thinner. There are some forks of blender that are trying to maintain the game engine, and I think that's the ideal, as the game engine can continue to exist without taking away from core blender development.
Noooo 😂, Just use other game engine, most of them have good Blender integration
I love how you expose the MAC at 0:15 what it really is in the 3D World 🤣
Rtx 4090 vs M2 is just ridicolous
The original eevee has saved my ass time-wise many times. Can't wait for the Next version.
Ooh looks super exciting! How about volumetrics? Are they improved to look similar to cycles?
i wonder how looks glass with this, the transparency and clarity and so 🤔
Displacement in Eevee!!!!
Hopefully, with this new version of EEVEE, there will be a better feature parity with Cycles.
I’m worried about the npbr aspects of eevee next being forgotten
Thats pretty cool, How would you say it compares to UE Lumen with raytracing enabled??
Does EEVEE Next still do the Shader to RGB toon shading? If it does, does it do it better in any way?
it does
using things like light path nodes could potentially improve it by allowing more complex set ups
1:10, seperate objects 😂😂,
Anyway I tried it using 4.1 experimental version but it is crashing on rendering.
All real time rendering is tricks. That's why I think it will take quite a lot time until the real time tracers will be fast enough to fully replace traditional renderers. Visually they look great, but since we still struggle producing renderers that are photo realistic and don't fall into the uncanny valley, we still have ways to go in the traditional path. So I think we will chase the traditional renderer for quite a while with the realtime renderers. AI processing will enhance the quality and close the gap, so that is a variable that maybe could change the trajectory and the point where the two will meet.
When i downloaded it i got a zip file how do i install it
People should first have understanding of rendering and why certain engines take longer. I see folks asking features for EEVEE which simply not possible
What gpu does eevee next support as I have GTX 1070TI
So can i use it in my gtx1650 then cuz you are saying that ray tracing will be added plz reply bro
Is Eevee Next in Blender now, or is this a demo/preview of what's coming?
It's a wow jump for eevee
workbench in the corner awating its time.
Can't wait for EEVEE-Next improvements to come to a stable branch.
I didn't participate in eternal ascent 3d challenge due to the render time takes ages on cycle. But also it up to me... I didn't manage time on rendering.
awesome, I've been trying to increase my render speeds compared to cycles workflow
The real thing I'd like to know:
Does pointify or bevel node work in Eevee Next?
So then why would you use cycles? If eevee next can do the same thing cycles can?
Cycles is still more realistic in its interpretation of light
@@SouthernShotty yes but once evee next comes out what would you use cycles for? Also what is the work bench render engine for blender? Because blender currently has evee, cycles x and workbench but not sure what workbench does
@@Otakubro6 There are plenty of reasons, such as:
- More realistic and consistent lighting since cycles bounces light around the whole scene not just what is visible on screen, in other words Raytracing in eevee is a screen space effect which has limitations.
- Cycles has real caustics and far better volumetrics.
- Certain nodes only fully work in cycles like the bevel node, or light path node.
- Light nodes in eevee just aren't a thing, you can enable nodes on lights but it doesn't do anything.
- Only cycles has osl support, but that's probably not relevant for most people and you can technically script shaders in eevee using python but it's pretty inconvenient.
Not coming slow 👌👌💯💯
i don't think 'real time' rendering is gonna replace offline rendering
because offline rendering is based on being realistic to physics while 'real time' rendering is based on more and more layers of hacks to replicate reality
I believe that there will always be situations where offline rendering is substantially more realistic than 'real time' rendering. It just that the occurrences of those situations might decrease to a negotiable quantity.
Exciting news. I personally think that real time with Ai augmenting will be the future.
AI 🤮
Eevee next will speed up my rendering process by a lot. It takes me up to a day just to render a 300 frame animation.
real time displacement is goated. But i think they should maintain evee until next is fully compatible with it's advantages.
EEVEE GANGGG suuupher hype for this update
I just installed or upgraded from 3.6.5 to 4.0.2 from the main download page and eevee next is not there, is it already combined or does this version not have it yet ? I noticed you are downloading daily builds so I'm guessing this is very recent
Ok I found the page, I'll wait for a stable release, I don't like that break your files warning, lol
Was thinking on going to lumen 🎉 now I'll stayyy
Sorry for being late for the party.
While eevee NEXT's improvement over its predecessor is great, I have concerns over it's usage of hardware... Will it be more demanding (particularly the VRAM) than OG eevee?
Is there an EVEE Next for Blender 4? I only have Evee and Cycles.
Do you not watch your video before uploading it? :P
at around 1:20 you repeat that eevee and eevee next will be combined. double take :P