I love modelling / vertex editing in Eevee over cycles! Perhaps now I will stay with Eevee for the whole process, do you stick to 1 for a .blend start to finish?
But like, Cycles is already plenty fast on RTX cards. And I'm taking about 20 series cards. If the work ends in Cycles I don't see much point using Eevee. I can see it being a good option to simulate videogame rendering but that's it.
@@FlameRat_YehLonpersonally, I use Eevee to get a rough preview on how the scene will look with lighting and materials, cycles can still take too long to preview bigger scenes. I still prefer Cycles as the final renderer though. Also using volumetrics is a no-go for me when using cycles, as it is way too slow for the quality you get. Eevee can also look better in some instances.
you'll still need to use at least a GTX1080 as the minimum to actually manage the raytrace part, going under that spec basically you just want to go back on the old Eevee method because RTSS is quite heavy on much older GPU
@@yasunakaikumi I can manage it on my 1070 but I think anything under that isn't going to work. I have a 4080 i am still in the process of building my next PC hopefully soon
I'm so happy eevee finally got some love, it's been my main renderer for 3 years it's just that you need to know a few things to get the most out of it.
Quick note: Fast GI Approximation settings (aka "horizon scan" mode) are working at Max Roughness values from 0.0 to 0.8, and it takes light probes into accounts. From 0.8 to 1, Eevee Next transitions from Fast GI into pure raytracing mode, and if I remember correctly, in this mode it stops using light probes. Or maybe they changed that, not sure
I can hear my laptop crying when i say im turning cycles on. Since it aint the most powerful thing. This is a great step ip on eeve and helps a lot to set it up before hand. Great video
Eevee 2.0 looks amazing. Thank you so much for reviewing it and creating a tutorial showcasing all the new features. Also congrats on making it in the 4.2 Showreel.
Thank you for this walkthrough. There are somewhat few out there who are focusing on settings for animations, rather then rendered stills. Much appreciated =)
I really appreciate your knowledge and ability with Blender I am just not into the style of your work. Don't misunderstand I think what and how you do it is amazing I am just not into it aesthetically. Thank you for all your hints, tips, and recommendations in how best to use Blender.
Oh wow these comparison Images in the beginning really show how big the jump between Eevee 1 to Version 2 ist, and how close it gets to Cycles quality. In this example shot I would absolutely go for Eevee.
@@smepable Test urself, video doesnt matter, if u know how to use both eevee well, u can see difference urself and see the downgrades. Eeevee next is nothing different if u used SSGI version of old Eeevee. Screenspace Global illumination is not a new technology, it should have been in old eeevee, thats finally added but its still screenspace so it will cause inconsistency in videos (screenspace transmittion improvement is good because old eevee almost lacked it), Only unique and nice thing added is Shadows from HDRI but u could give some shadows by adding ur own light to where sun location is before as well , and VSM shadows, the technique UE5 uses, its very good new technology in terms of being future proof, also now it has displacement but u cant still use many displacements without ruining GPU, what we needed was parallax displacement for Eeeve but its still not here. but if u look overall u cant say Eeevee next is some much better looking. Its faster in the bake lighting aspect but Someone who know old eeevee can get same results by knowing how to use it.Or if someone use SSGI eevee build, they already had results like this. So it cant be compared by images but can be compared by time taken to reach same things. Plus Old eevee was better in UI aspect cuz it allowed u to seperately enable reflections GI and ambient occlusion or refractions . now they put them in same section and call it raytracing but its not RTX yet, its still same screenspace
@@Ericaandmacdoes the ssgi version cost money though cause when i went to the download page it cost money. edit: checked the page again and it costs 0 dollars. i guess i clearly went to the wrong page or something
It's really nice seeing Eevee get some significant upgrades now. I remember being so excited for realtime rendering back in 2.8 when it was introduced and with this update it's getting closer and closer to being a genuinely usable thing for final renders without having to compromise quality. Obviously Cycles is still better for most things, but there may come a day when the difference is very minimal, and that's super exciting.
excited about the changes - I've pretty much switched to using EEVEE for everything because I realized the feedback cycle on Cycles was killing my momentum and enthusiasm - the instant feedback is really helpful
This new eevee 2.0 is amazing, it's closing the gap for emerging artists who don't have a high end pc but don't want their movie to look like a play 2 videogame (i'm exagerating, eevee 1.0 can look as good as a high end unity game without rt, and eevee is the #1 choice for NPR pipelines and will be for a long time)
@@Otakubro6hope for it, npr has been on 3d long since its beginnings in videogames, like the awesome style on wind waker, but it wasn’t until into the spiderverse that npr became a thing on animation. Right now there’s a team making a fork of blender “goo engine” that focuses on npr (especially in 3d anime) and adds some interesting features to eevee like artistically controlled mesh shadows and light linking (it is a thing in blender now, but it’s exclusive to cycles in the main branch) but since eevee is being developed 100% towards pbr now they’re working on a render engine from 0 focused exclusively on npr and maybe add it to main branch once it’s done (they’ve said that right now they’re not adding the eevee features bc of eevee 1.0 being deprecated)
@@CarlosAMaldonado yet blender doesn't have an engine dedicated to it which it does need to fit both pbr and npr based workflows maybe call it toon engine or something
I don't know if it will replace cycles all together, cycles is great for things like baking and all that but I will say.. I did update to the experimental 4.2 branch to try it out... Cycles has always ran like crap on my 1660 Ti. Even with a relatively small viewport, my FPS is terrible and I can't get it to look super crisp without the camera not moving forever. My PC is just outdated... I tried out the new Eevee and even if I have to use cycles for my final products, I will say using Eevee up until that point was really nice. It was really nice being able to move the camera and objects in the scene around and I could see everything relatively crisp and clearly, even with my entire screen as the viewport. The lighting and everything did look much better. I'm excited to see where this goes in the future and the improvements they continue to make!
Evee can look very similar to Cycles when you turn on Raytracing and use high ray and precision settings, along with either disabling Fast GI Approximation entirely or only letting it handle very rough surfaces that are pretty much already more diffuse than anything, say around 0.85 ... But the one BIG mistake many users make when trying to make Evee look more realistic and closer to Cycles : They ignore AO. It makes such a difference to add AO into your materials. Almost EVERY Material other than glass and refractive materials should have an Ambient Occlusion node in them which you can tweak to your desired look. Contact shadows are one of the biggest giveaways when working with Evee vs Cycles because often things just do not look grounded in Evee. Adding a bit of AO to skin materials also makes them have more depth than they normally have with Evee. Oh, and also setting the SSS radius way too high makes most ppls characters look like plastic dolls, but that is an entirely different topic :)
When Spectral Cycles arrives - Cycles will be so scientifically photo-accurate that way fewer ppl will ask this question. The accuracy bar should constantly be moved: rasterized -> raytraced-> pathtraced -> spectral pathtraced -> wave optics
You need to put some warning for people with low ceiling to wear their helmets because who would bother with sound normalization 😅 Other than that, really nice overview 👍
@SouthernShotty at 1:52 you say the numbers are misleading. its a 𝙧𝙖𝙩𝙞𝙤 which mean its a ✨fraction✨. how it works is that if you want full resolution, its 1 out of 1 meaning its the same, but if its 1 out of 4 than it will be a quarter resolution. 👇who went to middle school
>eevee 1.0 render is just material view render >eevee 2.0 render has tons of love and effort put into it >"yeah guys eevee 2.0 is better" yeah no wonder obviously rendered view will look better then material view
For clamping (when active AKA not 0), you should use HIGHER values, like 10, and not small values like 0.1 since that will clamp any ray with an energy higher than 0.1, darkening the scene.
great video, thank you for the indepth look at the new eevee, seriously though by the time I make all the adjustments you've mentioned the render time blows out to be much slower than cycles.....and cycles just works without alot of the tweaking thats required with eevee next. I suppose people may be able to find some sort of compromise between quality and render times that works for them.
path tracing realistic render engines almost became realtime with recent hardware especially with realtime denoisers, even pc games started to bring path tracing option. Now game engines or realtime engines started to look like created with path tracing render engines. The line is blurring so quickly so eventually they all will be merged into one and the same
I did not open blender for maybe 6 months as I only use it occasionnally, raytracing in eevee got me excited so I opened blender before I even finished your video and made a cornell box setup to test cycles vs eevee, and the results are very good unfortunately I've noticed that they've removed a lot of features from eevee and replaced some of them with their equivalent in raytracing, I liked the bloom effect a lot in eevee for example. and it sadly broke every single one of my old eevee projects :( Either they look extremely bad with a lot of noise everywhere, or they simply just don't work at all
In testing so far, at least for the scene I'm working with, I cannot see any big difference between high and low resolution settings. I use 1:16 for both Raytracing and Fast GI Approximation and low number of rays and steps, and I cannot see any difference. So I don't agree on that you should crank up the settings
@@Ericaandmac After some more testing with other scenes I would say that cranking up GI is important in some scenes (Resolution at least at 1:2, 5 Rays, 40 steps) but settings in Raytracing can still be very low
@@valleybrook yes also it depends on the samples, if u put more samples that cranking up GI will work better, so maybe thats another reason why it doesnt change much in some scenes with low samples
u shouldnt be decieved by that new word ''raytracing'', its not RTX or that new hardware raytracing that we see in UE4 , its same technieuqe, its screenspace raytracing, so it doesnt need any RTX thing. Screenspace reflections and refraction are all same logic, they just added Screenspace Global illumunation and made code better and updated, and they added shadows from HDRI and changed shadow technique, naming of raytracing is not accurate in blender UI, so dont mind that naming,
not sure if this is the right place, but for a while now im struggling with bloom/glare in animations, how to render that. ik you use sequencer but that just works for one frame at a time (image render) and not an animation
Hey, be careful with your little music blurbs. They are at a much higher volume than your VO. With headphones on it was painful every time the music popped in. Great video though. Thanks for all the info.
One of the downsides of Eevee (and still also Eevee Next as well what I've seen so far) is how transmission has to be set up and that emissive materials don't just simply work like in Cycles. It's good to have a quick render, but since my GPU is much better than my old one I stick to Cycles most of the time instead of thinking how I have to change my materials to get them to work as desired.
Thank you! Very informative, even for a complete beginner like me. Just one thing about the editing though, the music in the transitions is WAY too loud. It actually hurt my ears ;-;
These renderers sure have a lot of complicated settings and yes it's nice to have a video like this explaining what the cryptic titles mean. But it sure would be nice if you could save all of this setup under a profile, and just have some presets and set a number of custom profiles. Very much like the way color printers drivers have presets for different kinds of paper and color black and white etc hypo sorry. And then if it could actually look at your scene and the kind of lighting and objects you have and your hardware, and adjust itself. I mean God bless the blender devs but man oh man is this a complicated program and it's only getting more so. There must be some simple ways like this to tame the madness.
me too, the UI was better, u could adjust ambient occlusion and reflections and refradtions seperately, now they put all in raytracing which is not even real rtx its just scresnspace, and it doesnt give ability to disable AO or refractions and reflections seperately, UI is more like a markettingx technique to decieve users who is hyped by that big raytracing text
Well, this time around, I sincerely hope this turns out to be for real cos I remember you once did a video, some months back, seriously hyping up Eevee Next, which turned out to be pretty bad when we tried it😂
I'm not against eevee getting raytracing, but now simplest renders get stupid amount of noise for no reason even when raytracing is off. I am sticking with my 4.2 alpha release that had both eevee renderers. not gonna move until they let me install the legacy eevee.
Is it just me, or is Eevee kind of slower than Cycles in some cases. I know viewport performance is nice. But when you go to do the final render, I’ve always struggled with getting a 4K render to be fast using Eevee. Sometimes it’s as much as 10 - 20 seconds per frame. For that time, I’ll just render in cycles and get a better looking image anyway.
I do very complex procedural textures in blender to bake for gaming, Cycles is magnitudes faster than Eevee for that when the shader goes more complex... Does Eevee 2 fixed this?
Resolution: you said "lower the _number_ ..." but focusing just on the one factor of the value X:Y. Still, _value_ 1:1 is greater than _value_ 1:16 so it's not that misleading.
Even if it's not replacing cycles, it's gonna be so useful for people to preview stuff a lot faster with pretty accurate viewport. :)
I love modelling / vertex editing in Eevee over cycles!
Perhaps now I will stay with Eevee for the whole process, do you stick to 1 for a .blend start to finish?
for preview purposes, old eevee was enough, only good side now is u can preview objects with displacement shaders
It's also perfect for rendering long sequences quickly. I don't use Blender but I picked up Unreal a few years ago for that reason alone.
But like, Cycles is already plenty fast on RTX cards. And I'm taking about 20 series cards.
If the work ends in Cycles I don't see much point using Eevee. I can see it being a good option to simulate videogame rendering but that's it.
@@FlameRat_YehLonpersonally, I use Eevee to get a rough preview on how the scene will look with lighting and materials, cycles can still take too long to preview bigger scenes. I still prefer Cycles as the final renderer though.
Also using volumetrics is a no-go for me when using cycles, as it is way too slow for the quality you get.
Eevee can also look better in some instances.
Eevee 2.0 really does looks like the next step in rendering faster for those with weaker hardware
you'll still need to use at least a GTX1080 as the minimum to actually manage the raytrace part, going under that spec basically you just want to go back on the old Eevee method because RTSS is quite heavy on much older GPU
@@yasunakaikumi I can manage it on my 1070 but I think anything under that isn't going to work. I have a 4080 i am still in the process of building my next PC hopefully soon
@@yasunakaikumi Isn't a 2070-2080 a better fit for the minimum?
@@yasunakaikumi nah, 1060 and almost all fine )
@@yasunakaikumiGeForce 660Ti here 💀 Still figuring out should I upgrade to 4.2 at all
i love EEVEE for motion graphics! this is gonna be big!
Your stuff already looks amazing, excited to see what you do with this
Your materials are going to look 🔥 dude!
Fr
I'm so happy eevee finally got some love, it's been my main renderer for 3 years it's just that you need to know a few things to get the most out of it.
Same 🙌🏾🙌🏾😌
As a cycles fan eevee is a champ you can get crazy results even without global illumination
Great tutorial but 7:28 my ears!!
LOL
made me jump LMFAO
To make sure you're not napping in the class 🤣🤣
Tinkletinkle hoy!
hahahahahha
Quick note: Fast GI Approximation settings (aka "horizon scan" mode) are working at Max Roughness values from 0.0 to 0.8, and it takes light probes into accounts. From 0.8 to 1, Eevee Next transitions from Fast GI into pure raytracing mode, and if I remember correctly, in this mode it stops using light probes. Or maybe they changed that, not sure
what are you talking about?
@@epicjonny155about fast GI approximation settings. They won't work if you set Max Roughness to 1.
I can hear my laptop crying when i say im turning cycles on. Since it aint the most powerful thing.
This is a great step ip on eeve and helps a lot to set it up before hand.
Great video
Cozy ass channel I love it. Could listen to this guy Blender all day
Eevee 2.0 looks amazing. Thank you so much for reviewing it and creating a tutorial showcasing all the new features. Also congrats on making it in the 4.2 Showreel.
Thank you for this walkthrough. There are somewhat few out there who are focusing on settings for animations, rather then rendered stills. Much appreciated =)
This is amazing! A huge win for anyone who struggles with cycles renders. Great video my friend! 🔥
I really appreciate your knowledge and ability with Blender I am just not into the style of your work. Don't misunderstand I think what and how you do it is amazing I am just not into it aesthetically. Thank you for all your hints, tips, and recommendations in how best to use Blender.
Can I just say I love the no bullshit opening. Just a straight up answer, no it won't replace cycles, but is a great option and worth learning about.
Best video so far on EEVEE 2.0 settings!
Good video, but the sound is really badly balanced
Yeah the music blows out my speakers lol
Oh wow these comparison Images in the beginning really show how big the jump between Eevee 1 to Version 2 ist, and how close it gets to Cycles quality. In this example shot I would absolutely go for Eevee.
dont believe too much in images because not much difference they have.
@@Ericaandmac ? Did we see the same Video?
@@smepable Test urself, video doesnt matter, if u know how to use both eevee well, u can see difference urself and see the downgrades. Eeevee next is nothing different if u used SSGI version of old Eeevee.
Screenspace Global illumination is not a new technology, it should have been in old eeevee, thats finally added but its still screenspace so it will cause inconsistency in videos (screenspace transmittion improvement is good because old eevee almost lacked it), Only unique and nice thing added is Shadows from HDRI but u could give some shadows by adding ur own light to where sun location is before as well , and VSM shadows, the technique UE5 uses, its very good new technology in terms of being future proof, also now it has displacement but u cant still use many displacements without ruining GPU, what we needed was parallax displacement for Eeeve but its still not here.
but if u look overall u cant say Eeevee next is some much better looking. Its faster in the bake lighting aspect but Someone who know old eeevee can get same results by knowing how to use it.Or if someone use SSGI eevee build, they already had results like this. So it cant be compared by images but can be compared by time taken to reach same things. Plus Old eevee was better in UI aspect cuz it allowed u to seperately enable reflections GI and ambient occlusion or refractions . now they put them in same section and call it raytracing but its not RTX yet, its still same screenspace
@@Ericaandmac oh ok
@@Ericaandmacdoes the ssgi version cost money though cause when i went to the download page it cost money.
edit: checked the page again and it costs 0 dollars. i guess i clearly went to the wrong page or something
This is such a step up for those using UPBGE !
I'am using Eevee and this Update ist HUGE 🤩
It's really nice seeing Eevee get some significant upgrades now. I remember being so excited for realtime rendering back in 2.8 when it was introduced and with this update it's getting closer and closer to being a genuinely usable thing for final renders without having to compromise quality. Obviously Cycles is still better for most things, but there may come a day when the difference is very minimal, and that's super exciting.
excited about the changes - I've pretty much switched to using EEVEE for everything because I realized the feedback cycle on Cycles was killing my momentum and enthusiasm - the instant feedback is really helpful
i really appreciate, that you do answer that title question immediately xD
This new eevee 2.0 is amazing, it's closing the gap for emerging artists who don't have a high end pc but don't want their movie to look like a play 2 videogame (i'm exagerating, eevee 1.0 can look as good as a high end unity game without rt, and eevee is the #1 choice for NPR pipelines and will be for a long time)
Well blender still should build a new engine completely for npr rendering and only for npr since evee is catch up with cycles in realism
@@Otakubro6hope for it, npr has been on 3d long since its beginnings in videogames, like the awesome style on wind waker, but it wasn’t until into the spiderverse that npr became a thing on animation. Right now there’s a team making a fork of blender “goo engine” that focuses on npr (especially in 3d anime) and adds some interesting features to eevee like artistically controlled mesh shadows and light linking (it is a thing in blender now, but it’s exclusive to cycles in the main branch) but since eevee is being developed 100% towards pbr now they’re working on a render engine from 0 focused exclusively on npr and maybe add it to main branch once it’s done (they’ve said that right now they’re not adding the eevee features bc of eevee 1.0 being deprecated)
@@CarlosAMaldonado yet blender doesn't have an engine dedicated to it which it does need to fit both pbr and npr based workflows maybe call it toon engine or something
Eevee works just fine for npr and even better now with raytracing and shader displacement
@@CarlosAMaldonado You must be really new to think that Into the Spiderverse was the first time NPR became a thing
Amazing. Even if it's not a matter of slower hardware, it's nice to just be able to render faster.
Make lag like cycles?
I could see animators just using Eevee just for rendering by importing their work into it from their favorite external software.
ıt looks realistic enough for me even if its not good as cycles, ı cant even imagine the time its going to save. thats a great one
I don't know if it will replace cycles all together, cycles is great for things like baking and all that but I will say.. I did update to the experimental 4.2 branch to try it out... Cycles has always ran like crap on my 1660 Ti. Even with a relatively small viewport, my FPS is terrible and I can't get it to look super crisp without the camera not moving forever. My PC is just outdated... I tried out the new Eevee and even if I have to use cycles for my final products, I will say using Eevee up until that point was really nice. It was really nice being able to move the camera and objects in the scene around and I could see everything relatively crisp and clearly, even with my entire screen as the viewport. The lighting and everything did look much better. I'm excited to see where this goes in the future and the improvements they continue to make!
Evee can look very similar to Cycles when you turn on Raytracing and use high ray and precision settings, along with either disabling Fast GI Approximation entirely or only letting it handle very rough surfaces that are pretty much already more diffuse than anything, say around 0.85 ...
But the one BIG mistake many users make when trying to make Evee look more realistic and closer to Cycles : They ignore AO. It makes such a difference to add AO into your materials. Almost EVERY Material other than glass and refractive materials should have an Ambient Occlusion node in them which you can tweak to your desired look. Contact shadows are one of the biggest giveaways when working with Evee vs Cycles because often things just do not look grounded in Evee.
Adding a bit of AO to skin materials also makes them have more depth than they normally have with Evee. Oh, and also setting the SSS radius way too high makes most ppls characters look like plastic dolls, but that is an entirely different topic :)
It will be a while still until something can fully replace proper rendering, but it's fantastic that we're getting so close now!
Awesome breakdown, but by god those title cards (ex 7:28) are LOUD compared to your voice. Please adjust the volume between elements
1:39 Note: EEVEE next uses screen space ray tracing, unlike cycles, which does pure path tracing
This was very needed. Thanks!
When Spectral Cycles arrives - Cycles will be so scientifically photo-accurate that way fewer ppl will ask this question.
The accuracy bar should constantly be moved: rasterized -> raytraced-> pathtraced -> spectral pathtraced -> wave optics
You need to put some warning for people with low ceiling to wear their helmets because who would bother with sound normalization 😅
Other than that, really nice overview 👍
@SouthernShotty at 1:52 you say the numbers are misleading. its a 𝙧𝙖𝙩𝙞𝙤 which mean its a ✨fraction✨. how it works is that if you want full resolution, its 1 out of 1 meaning its the same, but if its 1 out of 4 than it will be a quarter resolution.
👇who went to middle school
>eevee 1.0 render is just material view render
>eevee 2.0 render has tons of love and effort put into it
>"yeah guys eevee 2.0 is better"
yeah no wonder obviously rendered view will look better then material view
alright thanks for the quick answer
GYATTTTTTT
emission lighting was in previous versions, just that you had to bake it
Excited 🤯
without comparing them side by side, i'm fine with evee
For clamping (when active AKA not 0), you should use HIGHER values, like 10, and not small values like 0.1 since that will clamp any ray with an energy higher than 0.1, darkening the scene.
great video, thank you for the indepth look at the new eevee, seriously though by the time I make all the adjustments you've mentioned the render time blows out to be much slower than cycles.....and cycles just works without alot of the tweaking thats required with eevee next. I suppose people may be able to find some sort of compromise between quality and render times that works for them.
path tracing realistic render engines almost became realtime with recent hardware especially with realtime denoisers, even pc games started to bring path tracing option. Now game engines or realtime engines started to look like created with path tracing render engines. The line is blurring so quickly so eventually they all will be merged into one and the same
What graphics card you have
Nice video. You didn't mention the difference in render times between Eevee, Eevee next, and cycles. Thanks
I swear, once I get my first paycheck, half of it will go to Blender for being so awesome and free.
I did not open blender for maybe 6 months as I only use it occasionnally, raytracing in eevee got me excited so I opened blender before I even finished your video and made a cornell box setup to test cycles vs eevee, and the results are very good
unfortunately I've noticed that they've removed a lot of features from eevee and replaced some of them with their equivalent in raytracing, I liked the bloom effect a lot in eevee for example. and it sadly broke every single one of my old eevee projects :( Either they look extremely bad with a lot of noise everywhere, or they simply just don't work at all
What exactly does the Max Roughness do?
I'm still waiting for 4.2 to release before I continue any hobby work with Blender.
Eevee 4.0 will look realer than real life.
And run in real time as well!
Caught u in just 48 secs
It's my 1st time & it's biggest achievement of my life 🙃😅
Keep growing 💗
This is so awesome to see. Huge fan of this. So is it Eevee 2.0 or Eevee Next?
whatever you wanna call it
i think in future we will get cycles 2.0 too since we got better eevee
Ducky 3D be really happy after this
In testing so far, at least for the scene I'm working with, I cannot see any big difference between high and low resolution settings. I use 1:16 for both Raytracing and Fast GI Approximation and low number of rays and steps, and I cannot see any difference. So I don't agree on that you should crank up the settings
yes I fully agree, as long as its screenspace it always feel half quality and cranking up doesnt help much
@@Ericaandmac After some more testing with other scenes I would say that cranking up GI is important in some scenes (Resolution at least at 1:2, 5 Rays, 40 steps) but settings in Raytracing can still be very low
@@valleybrook yes also it depends on the samples, if u put more samples that cranking up GI will work better, so maybe thats another reason why it doesnt change much in some scenes with low samples
I can see eevee getting closer and closer to lumen quality
What beta branch/build is this in?
Anyone knows the bgm in the intro?
Question, do i need an RTX gpu to use the Ray tracing feature? Can my GTX 1050 Ti use the feature?
It requires OpenGL 4.3+, anything as early as 2012 would probably work
u shouldnt be decieved by that new word ''raytracing'', its not RTX or that new hardware raytracing that we see in UE4 , its same technieuqe, its screenspace raytracing, so it doesnt need any RTX thing. Screenspace reflections and refraction are all same logic, they just added Screenspace Global illumunation and made code better and updated, and they added shadows from HDRI and changed shadow technique, naming of raytracing is not accurate in blender UI, so dont mind that naming,
Cycles was my main renderer, now it’s EEVEE Next
I feel like that gif of caseoh after saying shrimp alfredo
Imagine this video exhisted before i started a 100 hour render
song at the start?
I hope 5.0 has some tech like unreal 5s
You didnt explain how to get to the raytracing settings. I can find it ...
not sure if this is the right place, but for a while now im struggling with bloom/glare in animations, how to render that. ik you use sequencer but that just works for one frame at a time (image render) and not an animation
Hey, be careful with your little music blurbs. They are at a much higher volume than your VO. With headphones on it was painful every time the music popped in. Great video though. Thanks for all the info.
Your sliders in UI are orange color. How can I change that look?
Does Eevee 2 have projection spotlights tho?
With this much devlopment in evvee,Maybe blender game engine is coming in the future.
For me, eevee next is here to replace other tools like chaos vantage
Low depth of field, not a high depth of field. A high depth of field would mean the background would remain in focus as well as the foreground.
Shadows... I need transparent, colored shadows!
0:57 shallow depth of field! high would mean the exact opposite (more in focus)
One of the downsides of Eevee (and still also Eevee Next as well what I've seen so far) is how transmission has to be set up and that emissive materials don't just simply work like in Cycles. It's good to have a quick render, but since my GPU is much better than my old one I stick to Cycles most of the time instead of thinking how I have to change my materials to get them to work as desired.
Bird gyatt 🔥
Nice look on evee, actually its like unity from few years back 😂😂
Hey yo, I have question what about refraction behavior on glasses and kristals?
Is it out now evee next
Blender should build a npr render engine next for the people who want 2D styled renders similar to the malt engine
is eevee next here though? after every update they say the next update will have it and keep pushing it further every update
It’s coming in 4.2 (or 4.3?) or whichever is coming out this month
How did you get 4.2 early? It's not supposed to come out until the 16th.
beta experimental version.
When's 4.2 being released?
Thank you! Very informative, even for a complete beginner like me.
Just one thing about the editing though, the music in the transitions is WAY too loud. It actually hurt my ears ;-;
is Eevee same quality as Iclone render?
Can you do a fisheye lens in EEVEE 2.0 ? Or is that effect still exclusive to Cycles ?
These renderers sure have a lot of complicated settings and yes it's nice to have a video like this explaining what the cryptic titles mean. But it sure would be nice if you could save all of this setup under a profile, and just have some presets and set a number of custom profiles. Very much like the way color printers drivers have presets for different kinds of paper and color black and white etc hypo sorry. And then if it could actually look at your scene and the kind of lighting and objects you have and your hardware, and adjust itself. I mean God bless the blender devs but man oh man is this a complicated program and it's only getting more so. There must be some simple ways like this to tame the madness.
The fun fact is even you using Raytracing new method you must use light probe ! 😒😒😂😂😂😂
Am I the only one that likes the original version
glass reflections were better
and overall the engine was faster aswell
me too, the UI was better, u could adjust ambient occlusion and reflections and refradtions seperately, now they put all in raytracing which is not even real rtx its just scresnspace, and it doesnt give ability to disable AO or refractions and reflections seperately, UI is more like a markettingx technique to decieve users who is hyped by that big raytracing text
Well, this time around, I sincerely hope this turns out to be for real cos I remember you once did a video, some months back, seriously hyping up Eevee Next, which turned out to be pretty bad when we tried it😂
I'm not against eevee getting raytracing, but now simplest renders get stupid amount of noise for no reason even when raytracing is off. I am sticking with my 4.2 alpha release that had both eevee renderers. not gonna move until they let me install the legacy eevee.
Cool story bro.
im worried about eevee next not having bloom
Has anyone dome performance tests with a 3060?
Is it just me, or is Eevee kind of slower than Cycles in some cases. I know viewport performance is nice. But when you go to do the final render, I’ve always struggled with getting a 4K render to be fast using Eevee. Sometimes it’s as much as 10 - 20 seconds per frame. For that time, I’ll just render in cycles and get a better looking image anyway.
But does it render alpha transparency!!???
I do very complex procedural textures in blender to bake for gaming, Cycles is magnitudes faster than Eevee for that when the shader goes more complex... Does Eevee 2 fixed this?
👍👍👍
Resolution: you said "lower the _number_ ..." but focusing just on the one factor of the value X:Y. Still, _value_ 1:1 is greater than _value_ 1:16 so it's not that misleading.
Me waiting for cycles 2.0 🗿
@technoober8352 Ray Tracing 2.0
@technoober8352 more ray more trace
We already have the Cycles X ❤
@@SophiaWoessner Hahahah yess
Гораздо лучше купить видеокарту 2.0
Evee is better for shadows. Cycles for lights