Hi thanks for this in depth video. I am one of the developers of EEVEE and really appreciate the explanation of the possibilities that the engine has. I shared it with the other devs aswell! Keep on your work!
I've leant a lot from this tutorial specially the Light Probe one. Only one thing I have to know that if applying this Light Probe reduce the render time a little bit or not. Thanks for your tutorial.
Excellent video man. I've been using the beta for a while and I was so used to the probes that never occurred to me that not using probes would give us different results. Fantastic. Parabens 🎉😊
muito bom o video, já tinha visto outros vídeos e realmente, ninguém mostrou isso que você abordou aí, eu mesmo estava na dúvida sobre várias coisas, obrigado!
@@RomboutVersluijs well the precision isn't 100%, because this light is still game engine based in Its core, but If you want to play around with the rotation and brightness of your HDRI, no need for baking again. If you feel so, baking now is taking 2 to 10 seconds with no light leaking.
After I test Eevee next myself shorly after watching video, I wanna clarify some things. 0. Yes baking is faster and less artifacts now because of no overlap problem with object and yes its good now World can have shadows BUT 1. Light probes are not realtime, if u bake lighting when raytracing is turned off, then it shows the baked lighting, (Another logical reasoning: If probes r screenspace, then it means we lost old superior functionality of a stable lighting and GI that is baked, so its unlikely that probes are screenspace.) 1a. So For example When u change lighting such as color of light source and if u turn off raytracing, the color of old light remains , it wont update until u bake again 1b. and similarly, When u activate raytracing, it just overlay itself to baked lightting and it uses screenspace on top of baked lighting to improve GI and AO and other things. Tthats why it make someone think that Light probe is realtime updating but its actually not, if u change color of light, it will have both old baked color on surface plus new color of light on surface by screenspace GI so it will be mixture of both (especially when u go closer on objects to prevent screesnpace it show both old and new ligjht color. ) but from far away screenspace dominates the color of surface so it make its color look closer to new light color and old baked surface things only add more debth to thigns even though itsnot accurate anymore after lighting change, 2. In raytracing section, It nearly dont make any difference when u change method from Lightprobe to screenspace, if u have lightprobe enabled it always stay as baked as a base on surface of objects. Lightprobe method is still enable screenspace. So UI is really doesnt make sense. 2a. For example, I think if they really wanna put lightprobe method in raytracing option, it should work like camera overscan volume so, I wonder why there are no special Probes that work like camera overscan volume? at least it shouldnt be screenspace inside the probe, everything should be stable raytraced. 3. My worries and thoughts and critisizms are: a. Plus they removed the differentiation of screenspace reflections, refractions, GI and AO , so now if u activate u activate all, u cant do any scene optimization by lowering the ones u dont need, they changed the UI in that way, b. &c. now there is no way to have a baked GI with addition of certain screenspace effects because now volume probe is affected screenspace fully without letting u choose which screenspace effects u want to add seperately, if I have baked GI from probe, maybe I ll only want AO and reflections and refractions and wont need screenspace GI. now it has AO and GI options that are preffered onto each other but AO should be seperate not integrated together with GI option like this, Some people might wanna add more stylized AO effect on top of GI raytracing, so it prevent us to control amount of AO we wanna add to give certain effects, I always made Eeeve realistic by bumping up AO in previous versions, so i prefer that layered approach more I dont know but Eevee next make things more complicated, I like the way old ambient occlusion was an addition to other screenspace reflection and refraction effects. I personally didnt like in terms of giving control to user in what they want to do.
@Ericaandmac Good points. Personally I think this release is just the official start. Then we will more funcionalities and control as the development goes. Maybe Eevee near future would not be Screen Space anymore. For what It was couple months ago, I am surprisingly happy with what we are getting. I was expecting to get nothing beyond that in this release, but I trust in the capabilities and effort of Blender Foundation and I know Eevee is gonna be great!
@@washingtonfilho2268 Thank you and yes I agree with you, they make this as a base for turning into full raytracing after they implement VULKAN, because now OPENGL doesnt allow for RTX raytracing , Most realtime raytracers are DirectX in windows, so we need VULKAN for allowing full raytracing. I hope they can make VULKAN version of blender soon
Hey, thanks for the informative videos you're making though i think the best solution for real time GI is Unreal Engine's Lumen no baking needed at all and no screen space problems plus the Quality is very close to a Path tracer if we do enough tweeking, exept for the translucent materials of course What do you think ??
Well, as far as I could test, Lumen (Inside Unreal Engine, not Twinmotion), combined with other options Unreal provides, is by far the best real realtime graphic results you may get. However, for my experience, Unreal isn't the best solution in terms of workflow practicity, which means... If you want to pull out an interesting exterior scene with a bunch of people moving, birds, cars, accurate reflections and a kind of good GI, I think D5 or Lumion can deliver faster results, because It will speare hours of your work. However, If you have a great deal of Unreal library, plugins and all settled up to work fast just as D5 or Lumion, for sure I would go with Unreal 100%.
So let say i have a plane where the shadows are casting how do i turn it into a shadow catcher i dont want it to appear in my render !!Nobody knows so all those settings are in vain
@mki1104 sorry, I didn't understand what you mean. Can you rewrite with marks? I Don't know what is a question... If is just an affirmative, Its hard to tell.
@@mki1104 Ahh sorry, Gotcha. Didn't pay attention to It yet. If not, I would wait untill they develop It for the new Eevee code. Everything is new, so maybe they didn't implement It yet.
Hi thanks for this in depth video. I am one of the developers of EEVEE and really appreciate the explanation of the possibilities that the engine has. I shared it with the other devs aswell! Keep on your work!
Old bloom is better plz
@@AnubisTheMaster it's on compositor now
You guys rock!
@@zedeon6299 I know, it's completely different tho X_X
@@AnubisTheMaster yesss
Excellent overview of the new changes and how to use them, thank you :)
I've leant a lot from this tutorial specially the Light Probe one. Only one thing I have to know that if applying this Light Probe reduce the render time a little bit or not. Thanks for your tutorial.
Excellent video man. I've been using the beta for a while and I was so used to the probes that never occurred to me that not using probes would give us different results. Fantastic. Parabens 🎉😊
muito bom o video, já tinha visto outros vídeos e realmente, ninguém mostrou isso que você abordou aí, eu mesmo estava na dúvida sobre várias coisas, obrigado!
PS eacht time you rotate the HDR, normally you need to rebake the indirect light. Is that adjsut now in EEVEE NEXT?
@@RomboutVersluijs don't need to do that anymore in Eevee Next
@@washingtonfilho2268 does it auto vake inbetween orso, because hdri light can be very directional
@@RomboutVersluijs well the precision isn't 100%, because this light is still game engine based in Its core, but If you want to play around with the rotation and brightness of your HDRI, no need for baking again. If you feel so, baking now is taking 2 to 10 seconds with no light leaking.
After I test Eevee next myself shorly after watching video, I wanna clarify some things.
0. Yes baking is faster and less artifacts now because of no overlap problem with object and yes its good now World can have shadows BUT
1. Light probes are not realtime, if u bake lighting when raytracing is turned off, then it shows the baked lighting, (Another logical reasoning: If probes r screenspace, then it means we lost old superior functionality of a stable lighting and GI that is baked, so its unlikely that probes are screenspace.)
1a. So For example When u change lighting such as color of light source and if u turn off raytracing, the color of old light remains , it wont update until u bake again
1b. and similarly, When u activate raytracing, it just overlay itself to baked lightting and it uses screenspace on top of baked lighting to improve GI and AO and other things. Tthats why it make someone think that Light probe is realtime updating but its actually not, if u change color of light, it will have both old baked color on surface plus new color of light on surface by screenspace GI so it will be mixture of both (especially when u go closer on objects to prevent screesnpace it show both old and new ligjht color. ) but from far away screenspace dominates the color of surface so it make its color look closer to new light color and old baked surface things only add more debth to thigns even though itsnot accurate anymore after lighting change,
2. In raytracing section, It nearly dont make any difference when u change method from Lightprobe to screenspace, if u have lightprobe enabled it always stay as baked as a base on surface of objects. Lightprobe method is still enable screenspace. So UI is really doesnt make sense.
2a. For example, I think if they really wanna put lightprobe method in raytracing option, it should work like camera overscan volume so, I wonder why there are no special Probes that work like camera overscan volume? at least it shouldnt be screenspace inside the probe, everything should be stable raytraced.
3. My worries and thoughts and critisizms are:
a. Plus they removed the differentiation of screenspace reflections, refractions, GI and AO , so now if u activate u activate all, u cant do any scene optimization by lowering the ones u dont need, they changed the UI in that way,
b. &c. now there is no way to have a baked GI with addition of certain screenspace effects because now volume probe is affected screenspace fully without letting u choose which screenspace effects u want to add seperately, if I have baked GI from probe, maybe I ll only want AO and reflections and refractions and wont need screenspace GI.
now it has AO and GI options that are preffered onto each other but AO should be seperate not integrated together with GI option like this, Some people might wanna add more stylized AO effect on top of GI raytracing, so it prevent us to control amount of AO we wanna add to give certain effects, I always made Eeeve realistic by bumping up AO in previous versions, so i prefer that layered approach more I dont know but Eevee next make things more complicated, I like the way old ambient occlusion was an addition to other screenspace reflection and refraction effects. I personally didnt like in terms of giving control to user in what they want to do.
@Ericaandmac Good points. Personally I think this release is just the official start. Then we will more funcionalities and control as the development goes. Maybe Eevee near future would not be Screen Space anymore. For what It was couple months ago, I am surprisingly happy with what we are getting. I was expecting to get nothing beyond that in this release, but I trust in the capabilities and effort of Blender Foundation and I know Eevee is gonna be great!
@@washingtonfilho2268 Thank you and yes I agree with you, they make this as a base for turning into full raytracing after they implement VULKAN, because now OPENGL doesnt allow for RTX raytracing , Most realtime raytracers are DirectX in windows, so we need VULKAN for allowing full raytracing. I hope they can make VULKAN version of blender soon
so eevee will be cycles lite? and heavy?
Hey, thanks for the informative videos you're making
though i think the best solution for real time GI is Unreal Engine's Lumen no baking needed at all and no screen space problems plus the Quality is very close to a Path tracer if we do enough tweeking, exept for the translucent materials of course
What do you think ??
same here
Well, as far as I could test, Lumen (Inside Unreal Engine, not Twinmotion), combined with other options Unreal provides, is by far the best real realtime graphic results you may get. However, for my experience, Unreal isn't the best solution in terms of workflow practicity, which means... If you want to pull out an interesting exterior scene with a bunch of people moving, birds, cars, accurate reflections and a kind of good GI, I think D5 or Lumion can deliver faster results, because It will speare hours of your work. However, If you have a great deal of Unreal library, plugins and all settled up to work fast just as D5 or Lumion, for sure I would go with Unreal 100%.
@@washingtonfilho2268 thanks
What graphics card are you using in this tutorial?
@@kennmacintosh2627 Its a 3080 TI
How did you make the glass material on that dog model? any ideas on how to make water?
@NiyoCreations1 just a regular glass. I am thinking on making a tutorial about Eevee
@@washingtonfilho2268 Great, looking forward to it. Also in the tutorial please talk about architectural glass
I have problem with reflections. They change when you zoom out enough and it's giving me inconsistent animations.
Probably because it uses screen space.
@@DennisSchmitz I thought that brakes with panning but not just zooming.
Hey, what Color space did u use ?
@tamilorejoseph4704 Its AGX with none.
Could you please turn up the volume on your microphone
Nice video buddy! new sub here!
pc specs you using?
is it on same level of lumen by unreal engine 5?
@MrMariozzz78 No It is not. Reflections are better than Lumen though, In my opinion, but still Screen Space.
So let say i have a plane where the shadows are casting how do i turn it into a shadow catcher i dont want it to appear in my render !!Nobody knows so all those settings are in vain
@mki1104 sorry, I didn't understand what you mean. Can you rewrite with marks? I Don't know what is a question... If is just an affirmative, Its hard to tell.
@@washingtonfilho2268 hello sir, i mean how can i make a plane as a shadow catcher in EVEE?? is there a button somewhere like cycles? thank you
@@mki1104 Ahh sorry, Gotcha. Didn't pay attention to It yet. If not, I would wait untill they develop It for the new Eevee code. Everything is new, so maybe they didn't implement It yet.
Do you think now eevee next is better than eevee ssgi add-on?
@@low.exposure well. I should say yes and no. Will explain in a video.
It still sucks for forest scene
Okay