Everything you need to know about eevee next
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- Опубликовано: 31 июл 2024
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They should bring back contact shadow option..
New vsm shadows is pretty good if the radius isn't too high. When the shadows get more softer,the chance of light leaking through wall skyrocketed
I know jittered shadows is still a thing in next, but the performance impact is just too much compared to legacy eevee
Great Breakdown, thank you.
thanks
Thank you for this video. It has been very helpful for my commercial projects.
And yet you can't place a solid as a shadow catcher so why do i need those new settings??
Why blender shader need to enable "bump and displacement" setting. It should enable automatically as soon the user plug the material in displacement socket or there should be some tick mark in the displacement node to enable it directly from node tree.
because its a heavy/expensive to use
@@blendereverything but if the user want it then it should be quick rather to dig down in shador setting each time.
awesome
We are talking INCREASED RENDER TIMES :D while the whole point of EEVEE is to be real-time, Lumen as well :)
i think its still in development, yeah you are right, they all say realtime but most of the time you are getting less than 10fps even in lumen for full scenes with everything on
@@blendereverything you are right!
if is raytracing it cant be screenspace. Otherwise is another thing, but It's not accurate to call it ray tracing.
Yeah, that's weird definition to me as well. I'm not like super deep into understanding GFX technologies, but as far as I know, the whole point of ray tracing is that it helps to overcome limitations of screen space approach. And all the new features of Eevee next are still rely on SS
yes I dislike to hear in tutorials people say it rayrracing like its a new tech, its nothing new, they just added screenspace global illumination, thats all difference and screenspace transmission thats it, nothing more. They should stop marketting it as raytraicing. Many beginners will misunderstand it.
Emission, displacement!?
I thought those essentials were already there. How do people use it professionally without them?
displacement is only available using a modifier
Old EEVEE had restirctions on the number of particles. Does EEVEE Next also have these restrictions?
Overall, less restrictions on number of lparticles, nodes and ights, the number increased alot, but still of couse there is limitation but u wont notice because number is higher than before probably
yeah, dont expect it to work like nanite, there still a turn of limitations
Does it work with old gtx cards as well?
its not rtx or raytracing technology, its same as old eevee technology, they just added SSGI, screenspace global illumunation, u dont need any new cards, its not a new technology, its Unreal engine 4 technology from years ago. Screenspace raytracing is nothing like what we call as raytracing.
y do they call it raytracing though, i would imagine raytracing would not be based on screenspace and we would not have issues, and now that you mention it, i dont know what is raytracing about it, anyway am sure its still work in progress, thanks for pointing it out
@@blendereverything Yes the reason they call it raytracing is because they plan to switch to vulkan to turn screenspace to regular raytracing but now we use opengl so it doesnt allow more than screenspace, thats why they made that naming but we have so much years to switch vulkan, thats why I dislike that naming :D
Unreal engine vs Eevee next?
nah just new eevee next features
Eevee is nothing like UE , Its wrong to say that as well as saying raytracing mislead people. There is no real raytracing, its same old tech as screenspace raytracing. To say its raytracing it should be non-screenspace. I think its better for blender and everyone to be honest/clear than being more like marketting person :D. And It doeesnt exactly support mesh lighting cuz its screenspace as well :(.
Correct, but it still look awesome and dont forget that in most case camera will be static, as Blender is use for movie and not for game.
Also, Lumen, while being more advance, is also not Raytrace in UE.
@@Blender.Quebec U mean just image rendering? For me, Camera is not static for most animations that I need . If I have a room with a emissive light or window that is behind the camera or a light behind a furniture, its a big issue.
You are correct its for movie, I like it so it doesnt need high FPS, but it still needs consistency of lighting and GI , example : in movie with shots showing different parts of a house or something we need consistency of lighting. Games need less consistency. its just for sake of playing.
Yes Lumen is not pure raytracing and thats what make it better, cuz it raytrace with clever methods and use different techniques and simplfy distance meshes etc. Thats what I call efficiency , cuz instead of depending on raw computation it has clever use of resources.
well, its raytracing enough
Sad that you need to downplay Eevee next lmao, if it's not that impressive then why did Maya, zbrush or other dcc programs still don't have it?
Oh it's a 2 months old account......
lol no. EEVEE Next is only screenspace ray tracing. Not like Lumen, Lumen using cone tracing which is another whole different thing. Please study more before making some misunderstanding information like this.
I leave Unreal and settle for Eevee Next in Blender 4.2 render. It is everyone's personal choice as Blender can beat Unreal in every aspect (modelling, sculpting, asset library, tons of addon set, advanced rigging system really meant for CG animation, easy PBR material creation, UV control, Baking, pose library, real Path tracing renderer like cycle etc.) except the speed of rendering. Now Eevee Next is the real contender for Lumen in Unreal. Unreal is more suitable as cinematic virtual background than real CG animation. It is my personal opinion as I used both.
@@IndianCitizen04 I also use both. I didn't praise UE or Blender, both good for their own things. Just remember Blender is a creativity making tools, meanwhile UE is mainly focussing on making video games and can deliver film-like quality with great speed
aah am confused, did i say they are the same somewhere?
That wasn't the comparison at all. He said that this improvement to blenders EVEE compares to the same quantifiable improvement that lumen brought to unreal. He was not comparing the two systems. Please learn some English before you go around spreading misinformation
he just gives an example for people to understand. It's not a misunderstanding; he even said it in the video about Eevee Next, which is only screenspace ray tracing. Please watch the video thoroughly before commenting 😂