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 RUclips. 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 RUclips (I have many examples on my channel). These require a panoramic camera, which currently, only Cycles supports.
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.
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.
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.
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
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)
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.
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!
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.
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
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 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
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!
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
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)
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%?
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.
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!
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.
It's not fair to compare stock EEVEE with EEVEE Next. Add "Irradiance Volume" and "Reflections cubemap". And in your night scene, "Displacement" is easily replaced by "normal map" without any loss. If we're talking about this, then I can't help but talk about "Microdisplacement" and "Adaptive subdivision", which has been in the Cycles experimental mode for 8 years. That's why it's worth using Cycles, if we're talking about "Displacement". And in EEVEE next, developers need to add "Mesh Shading" so that it catches up with "Microdisplacement". As for lighting, EEVEE Next will receive a "deferred render", which means you can use "Voxel GI", "SDFG" and similar things to get closer to Nanite lighting.
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.
People should first have understanding of rendering and why certain engines take longer. I see folks asking features for EEVEE which simply not possible
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.
Eevee is better then UE5, here, I said it. My experience with UE5 might not have been long but the reason why it wasn't long is exactly because it's a video game engine and it needs lots of tweaking to do simple things Eevee does out of the box, even with that tweaking it still can't multisample and produces a very video-game look while taking only marginally faster to render compared to eevee. Even if I could one click import entire scene into UE5 including all of the shaders and render with UE5 I wouldn't do it.
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.
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.
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.
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?
Hopefully they will make some changes and effects optional. Because with NPR rendering, you don't want realistic effects like emission shaders automatically emitting light into the scene. You could certainly work around such an issue, but workarounds are never the desirable path.
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
You mean like I've been doing for about a year now in regular EEVEE, and at a fraction of the time it takes EEVEE next to do it? Just set max roughness to 1 and clamping to 0 in screen space reflections, adjust gamma to bring up dim reflections and add some metallicity to your materials (0.2 to 0.8), done, I made EEVEE next. What we really need is an engine that can do 100 fps while doing path tracing (even at one bounce), like say Cyberpunk does on the same hardware instead of 0,5 fps in EEVEE.
Yeah? You made Eevee Next in Eevee with all that? Your Eevee emissive materials actually cast light onto objects and your displacement maps actually displace geometry in your Eevee now?
@@Arjjacks Emissive, yes, full screen space raytracing just like Eevee next, for displacement there are other workarounds, like shell based shaders that are very easy for planar surfaces
@@romanr1592 Lol, what? No. Current Eevee does not cast light from emissive objects. Period. Some of the brightness of the object will reflect in surfaces, depending on their roughness, but the surfaces themselves aren't actually being lit up. Faking the raytracing results with cranked gamma and metallic values is not remotely recreating Eevee Next with Eevee Legacy. The gamma affects the whole scene just to brighten some specific reflections and the metallic just makes all non-metals look overly dark yet glossy and just unrealistic. Coz they're not metals. And what about non-planar surfaces? Even Parallax Mapping has its limits, such as actually occluding other separate objects. Workarounds are exactly that. Workarounds. Lesser substitutes for the real thing. You haven't recreated Eevee Next in Eevee, is my point, because current Eevee doesn't have raytraced SSGI or displacement support. It's a silly brag that you shouldn't keep throwing around.
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 can't WAIT for Eevee NEXT to be in a stable build! Thanks for the peek into its abilities.
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 RUclips. 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 RUclips (I have many examples on my channel). These require a panoramic camera, which currently, only Cycles supports.
4:34 YOOO 🔥🔥
This puts a smile on my face.
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.
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.
WOW! So excited for the final release. 🎉
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.
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
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)
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.
It's so crazy how far we've come in the last 10 years.
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!
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 am so pumped about this!!
Going to look great with those metallic mo graph renders with emission shaders
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
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 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
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!
Awesome scene! Still working on v3 here, but this is exciting!
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 already use Eevee only for my animations and it looks plenty good. Cant wait for the Eevee Next boost !
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)
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
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 ☠️
I am going to love this. I actually already do love this, but even then, THANK YOU BLENDER FOR ADDING DISPLACEMENT TO EEVEE NEXT!
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%?
One thing id love to see in either Eevee or Cycles, is mirror reflections natively
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 has been my main renderer for years, you just need to understand how it works and what it does exactly.
hyped for this to come into an official release
its going to be amazing ill hold on for the beta
Eevee has always been my favourite. It's so nice it's getting love~
This is super exciting. Thanks for sharing.
1:13 Deja vu
Or so I thought..😅
I needed to watch this video to find motivation again. 🔥
that looks awesome!
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!
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.
What daily build are you using?
awesome, I've been trying to increase my render speeds compared to cycles workflow
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.
FINALLY, WERE MOVING TO VULKAN AAAAA
It's not fair to compare stock EEVEE with EEVEE Next. Add "Irradiance Volume" and "Reflections cubemap". And in your night scene, "Displacement" is easily replaced by "normal map" without any loss. If we're talking about this, then I can't help but talk about "Microdisplacement" and "Adaptive subdivision", which has been in the Cycles experimental mode for 8 years. That's why it's worth using Cycles, if we're talking about "Displacement". And in EEVEE next, developers need to add "Mesh Shading" so that it catches up with "Microdisplacement". As for lighting, EEVEE Next will receive a "deferred render", which means you can use "Voxel GI", "SDFG" and similar things to get closer to Nanite lighting.
EEVEE Next still have a big limitations that is Screen Space effect. Only that. If EEVEE Next become the level at Lumen, that's another story.
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.
Very well explained 🙌🙌
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’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.
You sound a whole lot like ben wyatt from parks and rec 😂
Amazing video as always
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.
DISPLACEMENT IN EVEE?!?!?!?!? 🤯
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
Bros presentation skills got improved
Hopefully, with this new version of EEVEE, there will be a better feature parity with Cycles.
i wonder how looks glass with this, the transparency and clarity and so 🤔
Good, thank you 🙏
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
Eevee is better then UE5, here, I said it. My experience with UE5 might not have been long but the reason why it wasn't long is exactly because it's a video game engine and it needs lots of tweaking to do simple things Eevee does out of the box, even with that tweaking it still can't multisample and produces a very video-game look while taking only marginally faster to render compared to eevee. Even if I could one click import entire scene into UE5 including all of the shaders and render with UE5 I wouldn't do it.
Ooh looks super exciting! How about volumetrics? Are they improved to look similar to cycles?
It has shadow catcher now?
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.
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.
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.
Can't wait for EEVEE-Next improvements to come to a stable branch.
Thats pretty cool, How would you say it compares to UE Lumen with raytracing enabled??
I have a version from December of last year and as of that version they've already changed "EEVEE next" to EEVEE and EEVEE to EEVEE (legacy)...
The original eevee has saved my ass time-wise many times. Can't wait for the Next version.
i wish this eevee next able to bake texture!
currently you can only use cycle to bake textures......
real time displacement is goated. But i think they should maintain evee until next is fully compatible with it's advantages.
The real thing I'd like to know:
Does pointify or bevel node work in Eevee Next?
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’m worried about the npbr aspects of eevee next being forgotten
isn't it the same as using the original Eevee with the ssgi addon?
Exciting news. I personally think that real time with Ai augmenting will be the future.
AI 🤮
I switched to Blender for Eevee, but I stayed for Cycles. Eevee Next is looking great, though!
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 it already out !?
Was thinking on going to lumen 🎉 now I'll stayyy
Not coming slow 👌👌💯💯
Is Eevee Next in Blender now, or is this a demo/preview of what's coming?
It's a wow jump for eevee
Displacement in Eevee!!!!
Hopefully they will make some changes and effects optional. Because with NPR rendering, you don't want realistic effects like emission shaders automatically emitting light into the scene. You could certainly work around such an issue, but workarounds are never the desirable path.
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)"
EEVEE GANGGG suuupher hype for this update
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
workbench in the corner awating its time.
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
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
You mean like I've been doing for about a year now in regular EEVEE, and at a fraction of the time it takes EEVEE next to do it? Just set max roughness to 1 and clamping to 0 in screen space reflections, adjust gamma to bring up dim reflections and add some metallicity to your materials (0.2 to 0.8), done, I made EEVEE next.
What we really need is an engine that can do 100 fps while doing path tracing (even at one bounce), like say Cyberpunk does on the same hardware instead of 0,5 fps in EEVEE.
Yeah? You made Eevee Next in Eevee with all that? Your Eevee emissive materials actually cast light onto objects and your displacement maps actually displace geometry in your Eevee now?
@@Arjjacks Emissive, yes, full screen space raytracing just like Eevee next, for displacement there are other workarounds, like shell based shaders that are very easy for planar surfaces
@@romanr1592 Lol, what? No. Current Eevee does not cast light from emissive objects. Period. Some of the brightness of the object will reflect in surfaces, depending on their roughness, but the surfaces themselves aren't actually being lit up. Faking the raytracing results with cranked gamma and metallic values is not remotely recreating Eevee Next with Eevee Legacy. The gamma affects the whole scene just to brighten some specific reflections and the metallic just makes all non-metals look overly dark yet glossy and just unrealistic. Coz they're not metals.
And what about non-planar surfaces? Even Parallax Mapping has its limits, such as actually occluding other separate objects. Workarounds are exactly that. Workarounds. Lesser substitutes for the real thing. You haven't recreated Eevee Next in Eevee, is my point, because current Eevee doesn't have raytraced SSGI or displacement support. It's a silly brag that you shouldn't keep throwing around.
@@Arjjacks Whatever helps you cope.
@@romanr1592 Cute. You're welcome to your delusions if they help you sleep.
With AI enhancements, realtime rendering will be indistinguishable from post rendering. I say in a few years.
look at UE5. We dont need Cycles anymore. I hope soon we can say bye to render times
@@simonzhang3D 1 bounce isnt always enough. And for that, you just end up with raytracing again.
just after i got a new gpu to use cycles quicker
Is there an EVEE Next for Blender 4? I only have Evee and Cycles.