EEVEE Emission Shader and indirect lighting
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- Опубликовано: 13 окт 2019
- This lesson we will work with Emission shader and irradiance volume. And Do some Smart probing method for get Similar result like the Cycles Engine’s rendering.
1. Create Base scene with Emission Light source.
2. Set irradiance volume and Bake indirect lighting.
3. Make a tricky probing method.
4. See the lighting results with Render Features.
a. Identifying same issues and fix it.
5. Take more lighting samples using new probing method.
a. Identifying same issues and fix it.
6. Finally set Camera for our scene and render created scene with Cycles and EEvEE engines.
7. And Compare the render Result.
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nobody:
IBN-Blender: "In this vidoe"
indirect ligth hits a little different tho
in this vidoe we lean about how to contall emission shader
i don't know much but this method looks very impractical for larger scenes
I have been using this method for many game scenes, have to say it is pretty useful and provide the best results.
Maybe in the future EEVEE could raycast automaticaly irradiance balls for complex scenes ... this could be fabulous :)
Or Cycles will do everything with the current speed of Eevee lol
@@insertanynameyouwant5311 Cycles will very likely never be as fast as Eevee (at least not anytime soon, maybe a decade down it might be closer), the best they have now is Graphic card rendering which already existed (tis the Cuda option) or more recently the Optix backend (uses RTX cards) which is only slightly faster than cuda, after all even RTX cards weren't created with the intention to calculate all light bounces, RTX is a video game feature so it approximates these light bounces, simulating only main bounces with aid from the game engine(which in this case is blender) but done so in real time. Eevee on the other hand skips light bouncing all together, resulting in its known limitations but is also the cause for it's speedy rendering. The only way to get them to have similar render times is either reducing the overall quality in which case jus use Eevee we literally already have that or somehow have enhanced enough hardware and software to calculate thousands of light bounces all in real time and I can't even imagine how expensive a graphic card would be if it could do that, animation studios use hundreds of computers with hundreds of thousands of dollars in graphic power to render their animations and if cycles could be real time rendered with similar quality from some hardware it would single handedly replace all that equipment. I also wish for such a day to come, especially that it could come sooner, cause god knows for years after it's achieved I'd never be able to afford equipment like that, if it doesn't happen soon I may never see such a thing in my hands. Unless it somehow magically becomes really cheap.
@@CapitalGearGaming cycles x
@@caylya7869 After tinkering around with Cycles X it is indeed powerful... With the right settings. Keeping similar or equivalent settings with Eevee, Eevee still rendered twice as fast, taking my test render only taking about 20seconds, whereas Cycles X took 40. However! This being said, using the denoiser setting and turning down samples I was able to get similar results, of around 20 seconds per render with more accurate shadows and minor noisiness. This was done on my RTX 3080TI, It's incredible tech and currently is beginning to replace Eevee for me, however the ability to use this tech comes from the RTX cards and sacrificing levels of quality in specific areas, honestly not bad things but these cards especially are hard to acquire or simply out of peoples price range. I can see a lot of people sticking with Eevee it's easier to use and requires less setting tweaking to get good results and low render times, however it's undeniable that real time renders and Cycles X is a promising future but we are not there yet.
What a professional class, IBN-Blender 3d Artwork . Thanks a lot. I believe using some contact shadows in EEVEE could achieve a few better results, just a tip.
yes i thought the same. using contact shadows would give the identical results with both engines. however, this is really informative and useful video.
Finally, the new video!
I think the narration was done by Amazon Alexa's boyfriend
ok great, now we should request eeve to use gpu computing for irradiance volume calculation and do the rest of this more autimagically .. how would you approach a complex scene with this..
..in any case thanks for clearing up how irradiance volume works
Great tutorial, very clear explanation, please add more eevee tutorial
Thank you very much for this video
bro this method is hella amazing!, thank you
I wonder if there is a way to use this for a TV screen.
How much faster is this method rather than cycles in terms of rendering times?
Well as Eevee is real-time it hard to do the math lol
Thanks,great video
Thank you!
In this vidoe!
Great information. Thanks.
thanks! help me alot
Thank you very much, so much...
quick question. in cycles the emmision texture works normally, but in eevee you have to add always that box and bake ?
Yes we have to add irradiance probe for that.
Can one not just parent a point light to the emission object?
Add a point light to the center of the sphere and parent it to the sphere.
Give both objects the same colour. Set the point light's shadow mode to none.
Good to know for certain artstyles, as Cycles doesn't have a proper Backface Culling...
Good video Bro! very usefull
Hi you did a fantastic job, you are great! To top it off, it would be helpful to use your method with integrating .ies files which I feel cannot be used in Evee, perhaps just as maps. In your opinion, is there a way to use these files with real photometrics? I tried to contact you on your blog but could not find your email.
mohamed.ayoobhasan@gmail.com
When I follow all the first few steps up to about 1:13 with changing the surface to Emission nothing happens. My object remains that odd dark non-shaded look. Not sure why, but I've been unable to find any answers as to why and how to get around it.
Please watch the full video from the start to end without skipping any parts. Then you can understand all the action to do to set this kind a scene to bake.
Genius
Life saver
My blender crashes every time I set the resolution too high haha
I think your GPU or CPU may not be able to withstand that much resolution.
or try to re install different version of blender.
"You can see there is nothing happened"
well, then how if the scene is animated with bunch of dynamic light sources? is this method still applicable?
This method does not work for blender animation projects with moving objects.
Sorry, your RUclips comment was removed by mistake.
Your RUclips comment-
DAMAR YUSUF replied: "I see, still can't figure out the way to make eevee animation has the same lighting result as cycles animation, any sugestion please?"
It is a difficult and complicated process to do. In short, some lighting details fail to be provided by the EEVEE engine, such details must be created by ourselves (fake lighting, fake caustics, etc.).
Why like this,
Cycles engine is one of the most powerful render engines used in the blender foundation for many years. The Cycles engine is currently one of the best ray tracing render engines in the 3D designing industry.
The EEVEE engine is not an engine that works using ray tracing. The lighting provided by the Cycles engine is very similar to our natural lightings. Similarly, most ray tracing engines are designed to provide similar information to the laws of refraction in nature.
The EEVEE engine is a render engine that operates under a different set of rules. This also gives ray tracing engines general render details, but makes it difficult for the EEVEE engine to provide light notes such as caustics that refract through objects such as glass. Many such facts can be exemplified.
Due to this, the EEVEE engine fails to provide as much lighting detail as the Cycles.
However, in each of the blender versions provided by the blender foundation, the lighting detail gap between the EEVEE engine and the Cycles engine is narrowing day by day.
So, we have to wait for the right version.
im doing everything in this video but my object wont glow and the irradiance volume just leaves a black spot under the object
-For the irradiance probe problem,
The position of the probe should be slightly above the ground mesh and it should cover the entire ground mesh.
Bake the indirect light by changing the position of the probe up and down.
Slightly increase or decrease the resolution of the probe and try to bake indirect light.
-For the Object Glow issue,
Check if the Bloom option is enabled in Render Properties.
If it is not Bloom even after enabling it, check if the Strength value of the emission material for the object is set correctly. Try increasing that value a bit.
but how do i archive indirect light in an animation?
As far as I know it is better not to use indirect lightning for animation. Or in a animation, bake indirect lightning only for non-moving objects. That is the only way to render an animation of the EEVEE Engine with indirect lightning.
what about animation ?
Watch this ruclips.net/video/iWlAFDxAiqA/видео.html.
This tutorial will help you.
God damnit, it's about the same render quality, but eevee exactly 183 times faster!
for me it was 182 times only!
The first thing everyone sees... Video, NOT Vidoe.
no works...
does this work for animations?
it's depending on your animation. if you move all the objects on your animation, the answer is not working. but if you animate selected objects on your animation, use this method to bake non-moveable objects in your animation.
@@IBNBlender3dArtwork im testing this lighting thing (you can check that test on my channel btw) and works very well so far.
I watched your RUclips video. And i think your problem can be solved using this video. ruclips.net/video/iWlAFDxAiqA/видео.html
And i just tried your work with EEVEE. Its works well.
ruclips.net/video/AJ7Xle755LY/видео.html
@@IBNBlender3dArtwork tbh i used cycles, im not really an eevee fan.
mmm.. rather use cycles with 16samples + denoising
You could use this if you wanna make an architectural animation. Could save u a ton of time!
People need to stop using the robot voice things. I cant ever watch tutorials with them, they are too distracting
Agreed, though I've come to expect Blender tutorials to suck, so this just adds to the horribleness.
still bad... I mean if u want to make few shots for pretty big scene, its still faster to just use cycles, rather making all these irradiance cubes and bake lights +_+
That's your thought.
Well for me anyways its much faster since my computer doesn't have a compatible/powerful enough GPU to render with cycles without it taking hours for a small scene, So something like this is actually very very helpful
Try animate this bro.
Dang. Could have been an interesting video until the Robotic Voice attacked.
Cycles 1 - Eevee 0
eevee literally looks the same in this example
@@toddhowardfr compelling
Seems like a giant ball-ache.
I'm sorry, but it's hard to stay focused on this because the automated voice in every tutorial gets on my nerves
vidoe, lean, contrall...
u really doing this by misaekt?
Thhhhhuuummmbbsss..... DOWN