I tried Eevee Next... Here's What I Learned

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  • čas přidán 3. 07. 2024
  • Update: The refraction issue with AutoEye was fixed! blendermarket.com/products/au...
    Blender 4.2 Migration Guide: developer.blender.org/docs/re...
    Refraction Bug: projects.blender.org/blender/...
    Our Blender coruses: academy.cgboost.com/courses?a...
    A major overhaul of Eevee render engine is coming in Blender 4.2. I gave it a try, to prepare you for the awesome changes that are coming our way. Realtime Raytracing, HDRi shadow, displacement and more!
    Timestamps:
    00:00 - Intro
    00:32 - HDRi upgrades
    02:27 - Raytracing
    04:10 - Human characters
    05:43 - GPU Compositor
    05:53 - Displacement
    06:15 - Outro
    #EeveeNext #Blender #realtime #eevee #raytracing
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Komentáře • 180

  • @shykorustotora
    @shykorustotora Před 3 dny +70

    It's good to see that even if Blender takes 2 steps back, at least they're taking 6 steps forward. I think I can live with that. Shadows from HDRI's in Eevee is FANTASTIC and I've been begging for it for a long time now

    • @Alex-wg1mb
      @Alex-wg1mb Před 3 dny

      does anybody has problem with transferring preferences from 4.1 to 4.2. After it is done addon and extensions window are blank

    • @Raimund58
      @Raimund58 Před 3 dny +2

      @@Alex-wg1mb If you don't find a solution, best to write a bug report. Else, they can not improve it.

    • @Alex-wg1mb
      @Alex-wg1mb Před dnem

      @@Raimund58 Dug almost the same report, using some workaround until final fix

  • @fabbrobbaf
    @fabbrobbaf Před 4 dny +83

    Let's hope post-process bloom will get much more love!

    • @kenziemac130
      @kenziemac130 Před 3 dny +6

      Things like tint, clamping, and fine-tuning the threshold can be done by adding extra nodes. So the node replacement is just core functionality, you can customize it further than the post effect.

    • @a_d_a_m
      @a_d_a_m Před 3 dny

      the “fog glow” mode also has more options

    • @Ericaandmac
      @Ericaandmac Před 3 dny +4

      @@kenziemac130Of course everything can be done by most basic image manipulation nodes. but why do we have bloom node? you can make it by levels and blur nodes as well , you will use levels to make highlights bright then blur it and then make a node called bloom, thats how people do in adobe premiere etc. if no bloom node exist., and for blender, simple things like vignette was never easy to do in blender for long. So its a big time loss. Therefore point is same goes for those extra settings for bloom, so its wrong to make people be node or image manipulation expert to do simple things. There will be various usermade nodegroups that cause lack of standards, its always better to have best or standard implementation of things Compositor is always longer way to do things for simple post processing due to the fact its missing many pratical nodes . They should just add same settings to compositor at least, its not that hard

    • @Ericaandmac
      @Ericaandmac Před 3 dny

      yes they always downgrade and we wait for love so they fix something to old version. Even commercial softwares make old settings legacy for long time so people wont feel suddenly that a setting they always use is gone. Thats the only side commercial softwares are better. They dont easily get rid of some features by big changes

    • @fabbrobbaf
      @fabbrobbaf Před dnem +1

      @@Ericaandmac or deliver it in a node-group

  • @swaz9944
    @swaz9944 Před 4 dny +33

    realtime displacement is a really big thing in my opinion, especially if you look at programms like gaea or world creator, who all utilize map displacement for insane terrain generation, just immagine beeing able to paint in a little house into the displacement and see it realtime, could be super awsome for big enviroment shots, with cycles it was always a pain imo

  • @user-ep8oi1mp9p
    @user-ep8oi1mp9p Před 3 dny +20

    Enable refractions in material propertions tab - render method Dithered - raytraced transmission
    And For bloom also was not lost a lot of settings, each setting can be repeated in the composer and change colours, just need to add a little more than one node, but this can be fixed by creating a group of nodes once and saving the project, maybe they will add in the future at once preset for bloom likes a eevee olds

    • @MartinKlekner
      @MartinKlekner  Před 3 dny +6

      Thanks! Oh surely, one can achieve the same effect adding more nodes, still, having the same options as in the old Bloom menu right away would be nice :)

    • @CGSTUDENT15
      @CGSTUDENT15 Před 3 dny +2

      May be u cou do tut on these node's 😅​@@MartinKlekner

    • @xalener
      @xalener Před 3 dny +1

      ​@MartinKlekner if they're completely changing the workflow under the hood, a redundant boom would only hurt things.

    • @Ericaandmac
      @Ericaandmac Před 3 dny

      @@MartinKlekner yes who cares about workarounds, then we also dont need bloom node cuz people can do bloom from blur and levels or exposure nodes easily so noone need bloom node as well (or udont need color ramp or map range node cuz u can do it by math nodes) (or we shouldnt have gotten principled bsdf, we can use blendergurus pbr shader groups). , the point is not wheter u can make it nor not, its about official implementation that is standardized for all users without always making things yourself and doing things easily and not getting downgrade from previous workflows..

    • @vladartiomav2473
      @vladartiomav2473 Před 3 dny +3

      @@MartinKlekner Or may be instead of a redundant node, the greate thing would be to have nodes presets. Finally.
      Personnaly I find that Blender is lacking a solid global presets system. It's good to pull information from data blocks of other projects, but you literally have to organize folders by your own and keep track of them all.
      In Houdini for example you can make everything a preset, so next time you open a new project, you have you preset for anything right at one or two clicks away. And not even talking about HDAs.

  • @cgboost
    @cgboost Před 2 dny +1

    Great video, Martin, thanks for sharing, very useful. Love the new HDRI lighting and shadows and realtime displacement. 🤩 ~Zach

  • @JordanWilliams-vh6em
    @JordanWilliams-vh6em Před 3 dny +5

    I didn’t realize this was going to be such a big update. I’m so excited now.

  • @brentcozza4232
    @brentcozza4232 Před 2 dny +1

    This is what I've been waiting for. Unreal Engine was always too much of a learning curve for the stuff I do so seeing EEVEE start to catch up is super exciting!

  • @CreativeShrimp
    @CreativeShrimp Před 3 dny +6

    Great job breaking down the changes Martin! Awesome work as always. :)

  • @mrdol
    @mrdol Před 3 dny +5

    holy smokes... this looks fantastic :O My new years resolution was to start learning UE5 for it's real-time rendering, but now I think I will reconsider ;)

    • @ChatterBoks85
      @ChatterBoks85 Před 2 dny

      DEFINITELY learn Unreal bro. Blender does not even come anywhere close to rivaling the kind of technology in UE. Everything you're seeing here is grounded in incredibly dated screen space technology, something Unity and UE were already doing as early as 2015. If you want to be able to render massive worlds in seconds with trillions of polys, and GI nearly on the level of cycles without having to worry about so much CPU bottle necking, you definitely wanna go with the tool that is leading the industry right now. As a Blender user myself, I can't even begin to explain to you the benefits of UE5 over Eevee because there is just so much to cover. It's one of those things where you cannot fully understand it until you start really using UE, and then you'll be saying to yourself: "OMFG, why in the world did I EVER try to do this in Blender!!!??"
      Take the leap as I did, and I promise you that you will NOT be disappointed. UE is not as hard as you think it is, its actually very easy once you get used to it, Unity is fantastic too.

  • @ishidamitty1705
    @ishidamitty1705 Před 3 dny +1

    Displacement in evee is so great we have been waiting for it for ages

  • @danielsantiagourtado3430

    Thanks For this! Love your content 🎉🎉🎉🎉

  • @xalener
    @xalener Před 3 dny +4

    Take the image output, hit it with rgb curve to clip the blacks down, blur it, blend it over the original image on screen mode, there's your bloom. Done.

    • @MartinKlekner
      @MartinKlekner  Před 3 dny +2

      Not the point. Of course, there is milion ways to do it. Previously, though, it was more convenient and with more immediate options.

    • @choo_choo_
      @choo_choo_ Před 3 dny

      @@MartinKlekner They don't get it bro. They just don't. I feel ya tho. Shame that they nixed it.

    • @onnevankenobe
      @onnevankenobe Před 3 dny +1

      I strongly disagree with the bloom refactor, it was really nice and convenient as it was in 4.1. Big mistake in my opinion

    • @xalener
      @xalener Před 3 dny

      @@MartinKlekner I can see the immediacy returning with the use of the library system to create a sort of post fx layer stack, with compositing node setups packed up as assets. There's no real evidence that this kind of solution is on the horizon, but it's the only reason that comes to mind that they'd remove the previous one click solution.

    • @RomboutVersluijs
      @RomboutVersluijs Před 2 dny

      Ow that's a good tip. But you get ghosting is I'm correct. I know this sort of effect from photoshop. You still see the sharp edges. Unless you can make some kind of mask for edges

  • @Covingsworth
    @Covingsworth Před 3 dny

    Awesome video Martin! Eevee Next is super exciting

  • @chesterdays2299
    @chesterdays2299 Před 4 dny

    This is very exciting, and a great video to introduce it - thanks!

  • @markonar140
    @markonar140 Před 4 dny

    Thanks!!! Great Overview!!! 👌😁

  • @alexds6927
    @alexds6927 Před 4 dny

    Great video! Thank you!

  • @longshot9058
    @longshot9058 Před 3 dny +2

    4:50 for the eyes not refracting. Change the alpha blending to dithered instead of the blended option in the material for the eye. It should fix it hopefully.

  • @pxrposewithnopurpose5801

    been following eevee next for years finally it came

  • @versatale
    @versatale Před 3 dny

    Martin the best easy-friendly teacher of all time with knowledge beyond measure! Thank you!

  • @ldm
    @ldm Před 2 dny

    Super handy, thanks man! Here's hoping the glare node gets some bloom like settings.

  • @digiscience3508
    @digiscience3508 Před 4 dny

    I enjoy your videos so much

  • @artistsmind
    @artistsmind Před 4 dny

    Amazing video.

  • @marioCazares
    @marioCazares Před 21 hodinou

    Love it!

  • @patrickcasella
    @patrickcasella Před 2 dny +1

    Wow, I can’t believe they changed bloom. Used it on most of my eevee renders 😭

  • @theromanian8194
    @theromanian8194 Před 2 dny

    Starts to look like Unreal!

  • @a_d_a_m
    @a_d_a_m Před 3 dny +1

    if you’re still having refraction issues after turning on raytraced refraction in the *material settings*, setting thickness, and enabling refraction eevee setting, and also making sure the material is no longer set to use the “alpha blend” mode… it may be that the shader is not using the standard PBR shader? some networks/nodes might not work properly in eevee. You may have to remake the material with a more simple basic PBR setup. But refraction definitely works.

  • @heckensteiner4713
    @heckensteiner4713 Před 3 dny +1

    I do miss the bloom settings :(. Oh well, still a great alternative render engine!

  • @P9_STUDIO
    @P9_STUDIO Před 3 dny

    Thank you Martin! Great video

  • @vay911.
    @vay911. Před 3 dny

    Thank you for this video..

  • @narensoni3705
    @narensoni3705 Před 4 dny

    Fantastic !!

  • @Zekium
    @Zekium Před 3 dny

    Better mention a few points :
    - Raytracing, as super cool it is, is screenspace based : If an object that emit light (direct emission or from an other source) is out of the window, the indirect light it occurs simply don't exist. Always keep that in mind (specially in animation).
    - Displacement looks also super cool but AFAIK, require an high poly mesh to properly work.

  • @patnor7354
    @patnor7354 Před 3 dny

    This looks good

  • @rajarajanmanoharan
    @rajarajanmanoharan Před 3 dny +1

    Not having Bloom, Refraction and Ambient occlusion settings are a deal breaker for me. Will not upgrade to this anytime soon.

  • @radhe2876
    @radhe2876 Před 3 dny +8

    I've waited so long for displacement to work in EEVEE. Hail Blender.

  • @Stephen-T-Clark
    @Stephen-T-Clark Před 2 dny

    Not on topic, but your linothorax models are so very good. All your hoplite armors are majorly on point.

    • @MartinKlekner
      @MartinKlekner  Před 2 dny

      Thank you, sir, always a pleasure to meet a fan of ancient history & warfare 🙂

  • @basixs88
    @basixs88 Před 3 dny

    Lovely, considering that at tme studios we are working on a short movie that is to be done in eveee, this is perfect

  • @oossoonngg
    @oossoonngg Před 3 dny

    it doesn't hate to rival UE. the amount of hoops you have to jump through when doing, well, VFX-ey shot in UE is no joke. anyway, cool stuff, i hope all of it gets ported to macos as well

  • @kur0ikensh1
    @kur0ikensh1 Před 3 dny

    Hey Martin, I think the problems with the refraction of the cornea can be resolved with the new options within the material properties tab where it now provides an option for raytraced refraction

  • @ahmedjouhari8122
    @ahmedjouhari8122 Před 4 dny

    Fantastic

  • @pxrposewithnopurpose5801

    you can go to shader then press n and you can enable the refraction settings

    • @MartinKlekner
      @MartinKlekner  Před 3 dny

      Thanks but not sure what you mean, I see no refraction settings in Shader editor shelf...

  • @choo_choo_
    @choo_choo_ Před 3 dny +1

    The new realism is neat and all, but how does it handle NPR? Did they gimp it in hopes that Eevee will be the "we have cycles at home" renderer?

  • @syam.k.yenubari
    @syam.k.yenubari Před 4 dny +1

    I want a comparison video between the evee, evee next, and cycles... that would be great...

  • @valleybrook
    @valleybrook Před 3 dny

    Excellent video. The Auto-Eye addon creator need to fix this for 4.2, hopefully. It must be related to the shader setup

  • @thsuperelite
    @thsuperelite Před 4 dny

    there's a refraction option in the material tab settings where the alpha clip/hashed setting is. That will fix the eye problem. I think at least, it did for me.

    • @MartinKlekner
      @MartinKlekner  Před 4 dny

      Worked in some cases but not for these eyes, thanks for the tip though! Ill try to fiddle with settings some more :)

    • @jushara8979
      @jushara8979 Před 4 dny +1

      ​@@MartinKlekner I have an eye setup that was originally based on Auto-eye and I got it working about 90%. You should set the refraction type to "sphere" not slab and also you need to connect a value to the "thickness" value on the Material Output node of your Cornea material. If I understand the node correctly setting the value to Zero actually makes it use the objects volume to calculate the refraction and works basically like classic eevee. It's fine on all but extreme closeups which have a tiny white infinite distance square in the refraction for some reason. if you don't connect any value to thickness it just seems to use the scene default thickness set in render options which is often way too big for something like eyes

  • @LordOdin
    @LordOdin Před dnem

    5:44 Real time compositor is always GPU my friend

  • @AdrianW3D
    @AdrianW3D Před 2 dny

    The example with the eyes make the refraction issue seem like small thing but it's going to mess up the scene if you have water and/or glass I suppose? Let's hope they prioritise fixing it in the full release

    • @MartinKlekner
      @MartinKlekner  Před 2 dny

      It was an issue in the shader of the AutoEye addon ☺️ czcams.com/users/shortsyzZT6JoVljQ?si=hEECboOKMcnV8Jpk

    • @AdrianW3D
      @AdrianW3D Před dnem

      @@MartinKlekner ah got it!

  • @yusuftan1474
    @yusuftan1474 Před 15 hodinami

    Nice sneak peak thanks. Didnt have any chance to give it a try but the lighting looks so much better now and this is just a beginning. But what do you think about cycles vs eevee for realism. Could eevee rival with cycles with new ray tracing feature?

  • @Cosmic-books
    @Cosmic-books Před dnem

    They also replaced subsurface scattering with a mix colour node set up.
    I'm thinking I'm going to take a pass at 4.2

  • @trinumedia
    @trinumedia Před dnem

    Screenspace Refraction/Transparency and Refraction to Shader RGB is indeed missing and sorely needed to fully migrate..

  • @SlavkoMalinov
    @SlavkoMalinov Před dnem

    I've been waiting for this stuff desperately. Eevee is great for quick animatics, but turning that renders into some worthy stuff demands an enormous amount of side-works and workarounds. Especially if you try to keep the character's lighting properly with some combat animation. And sometimes it is much more proficient to switch to cycles. Or switch to Unreal Engine 5. All the updates sounds great but I have never stumbled across anything about light linking in Eevee. And that is a sad thing. Now my workflow is based on rendering separate layers with different light collections and honestly speaking, that's a huge pain. That would be great to have at least something like light channels in Unreal.

    • @MartinKlekner
      @MartinKlekner  Před dnem +1

      Oh yes, agreed, linking in Eevee would be awesome 🙂

  • @Ericaandmac
    @Ericaandmac Před 3 dny +1

    Hope someone make addon for old bloom

  • @WinstonMelbourne-vt2vt

    nice

  • @siraniks
    @siraniks Před 3 dny

    Blender Internal did the raytracing first but it was offline, Cycles has path tracing ... now since tech developed further and becomes more realtime, they go back to raytracing then going forth to a faster and realtime path tracing and where we are going next ...

  • @selamatmenontonpemirsa

    i knew this day will come..and it head to head with UE5 lumen render

  • @GeorgeMiladCG
    @GeorgeMiladCG Před 4 dny

    To fix the eye refraction go to material > sitting > thickness and change the mode from sphere to slap , and don’t forget to set the thickness output to 0 as you did

    • @MartinKlekner
      @MartinKlekner  Před 4 dny

      Sadly, not working, but thank you! :-)

    • @GeorgeMiladCG
      @GeorgeMiladCG Před 3 dny +2

      @@MartinKlekner I just figured out basically if you have back light it will break throughout mesh, jest delete the back light, or make the cornea another sphere with glass shader.

  • @metternich05
    @metternich05 Před dnem

    Getting closer to Lumen tho it's still a long way to go.

  • @minitiv
    @minitiv Před 3 dny

    😍

  • @quantumstudios2516
    @quantumstudios2516 Před 4 dny

    4:56 It definitely must be a bug, we encountered the same problem when rendering one of our scenes in our latest animation. Strangely for us when rendering the image sequence the effect reduced, compared to rendering a single image, or viewing it in the viewport.

    • @MartinKlekner
      @MartinKlekner  Před 4 dny

      It is somehat unpredictable at this point, hope they can fix it or provide solutions :)

  • @cg.man_aka_kevin
    @cg.man_aka_kevin Před 3 dny +1

    Damn, HDRI shadows???!!!

  • @santiag0giraldo
    @santiag0giraldo Před 2 dny

    "They butchered my boy" killed me lmaoooo I feel you man

  • @thezachlambert
    @thezachlambert Před 2 dny

    It's everything I've wanted in EEVEE since 2.8! 🥹 I'M SO EXCITED!!!!

  • @JamieDunbar
    @JamieDunbar Před 3 dny +3

    HDRIs with proper shadows!!
    I think I just had a nerdgasm 😳

  • @stargazestudios
    @stargazestudios Před 3 dny +11

    The bloom being gone isn't a downgrade imo, you do it in post anyway. With their push for the live compositor, it makes sense to not have it in two different places.

    • @MartinKlekner
      @MartinKlekner  Před 3 dny +7

      Yes, it makes sense, but as I mention in the video, stripping it off most of the very useful and fast settings is a downgrade, in my opinion..

    • @stargazestudios
      @stargazestudios Před 3 dny +2

      @@MartinKlekner I see :p But I think having it in two different places means you could accidentally leave it on in the legacy menu and potentially ruin a very long render. Having to double check in two different places is quite an inconvenience.

    • @MartinKlekner
      @MartinKlekner  Před 3 dny +6

      @@stargazestudios Definitely, Im just arguing for giving the new Bloom effect inside the Glare node the same capabilities as the previous Bloom menu. The way it is right now, its downgrade.

    • @choo_choo_
      @choo_choo_ Před 3 dny +1

      Yeah, I just LOVE having to go through my entire compositing tree of nodes I don't need right now just to see what bloom looks like, compared to a simple checkbox. That was sarcasm by the way.

    • @kokoze
      @kokoze Před 3 dny +1

      ​@@MartinKlekner They or someone else just need to create a nodegroup that recreates the original internal bloom. There are probably already examples of it out there somewhere :)

  • @mungobungo4762
    @mungobungo4762 Před 3 dny

    Thank you for the detailed video. Looks awesome. I'm moving over from Vue to Blender and I have my eye on your CGBoost 3D Environments course. Would the course require any different steps if I used the new Beta version of Blender or should I hold off from updating it?
    Thanks again for the video. Your channel is damn impressive

    • @MartinKlekner
      @MartinKlekner  Před 3 dny

      Awesome! The course uses mostly Cycles, so no changes in Eevee influence it :)

    • @mungobungo4762
      @mungobungo4762 Před 3 dny

      @@MartinKlekner awesome. Thank you for the very quick reply. Have a great day

  • @gu9838
    @gu9838 Před 2 dny

    problem with these tools is while they are cool they are VERY complex to learn and figure out., plus not only that but you have to have detailed assets to use it and if your like me and dont 3d model that can cost a lot to get AND worse that with marketplace assets other users likely already have it as well so what you have is not truely unique . this is where i think ai will come in. with ai youll be able to create worlds where your not just using premade assets it can generate new content and i hope with the rise of ai we will get that point where we can easily create detailed 3d worlds and customize it in the way we want far easier.

  • @slinc_hd8552
    @slinc_hd8552 Před dnem

    i think your eye problem can be fixed with turning on "raytraced Transmission" in the material settings
    i don't know if it is alredy on there but i just guess here but still great video!

    • @MartinKlekner
      @MartinKlekner  Před dnem +1

      Thank you! Already fixed by the author of the addon :-) czcams.com/users/shortsyzZT6JoVljQ

  • @IamSH1VA
    @IamSH1VA Před 3 dny +3

    Blender scenes look so nice & realistic with minimum efforts, beats UE everytime in realism..
    Only missing thing is Nanite like tech, i want infinite geometry (not for details, but for saving time on multiple iterations of optimization)

    • @choo_choo_
      @choo_choo_ Před 3 dny

      That's literally what adaptive subdivision is. We've had it for years.

    • @zedeon6299
      @zedeon6299 Před 3 dny

      ​@@choo_choo_ no that's different nanite is real time auto lod, it's decimating geometry based on how far the object from camera

    • @taturay
      @taturay Před 3 dny

      Lol, Blender is following UE.

    • @choo_choo_
      @choo_choo_ Před 3 dny

      @@zedeon6299 Adaptive subdivision is doing the exact same thing. More geometry close to the camera, less far away. For more extreme decimation, geometry nodes handles that extremely simply.

    • @zedeon6299
      @zedeon6299 Před 3 dny

      @@choo_choo_ if so then why it increase memory usage instead of reducing it?

  • @ebelesaurus2
    @ebelesaurus2 Před 3 dny +2

    The post process compositer bloom is so horrible. I do my bloom effect outisde of blender.

  • @cazmatism
    @cazmatism Před 2 dny

    is there adaptive sampling in eevee?

  • @owenjenkinsofficial
    @owenjenkinsofficial Před 3 dny

    HDRi Shadows in Eevee Next don't seem to be working for me. I just get a weird shaped shadow on the side of my geometry instead of cast from objects occluding the HDRi light. I have the latest 4.2 beta download and have tried multiple HDRi's. Any idea of another setting that needs to be changed/checked?

  • @RomboutVersluijs
    @RomboutVersluijs Před 2 dny

    Wonder if they can uodate cycles displacement as well, since thats very heavy computing wise

  • @SK-gc7xv
    @SK-gc7xv Před 3 dny

    I don't care about Eevee, but those renders are beautiful. Keep up the good work.

    • @MartinKlekner
      @MartinKlekner  Před 3 dny

      Thanks a lot! :-))

    • @DrTheRich
      @DrTheRich Před 3 dny

      Not even as a faster preview so you can wysiwyg model your scenes before cycles? that's how I use it most. The closer eevee is to cycles the more convenient for me.

  • @ukmonk
    @ukmonk Před 4 dny

    Great video thanks Martin!! How's the performance in viewport please? I use a lot of CC characters like you but there is a lot of slowdown in viewport in Eevee. Is this more similar to UE re realtime please? Looking forward to the release.

    • @MartinKlekner
      @MartinKlekner  Před 4 dny +1

      Great to hear! :-) When it comes to lots of CC characters, economy is still the key, so I recommend using LODs and as few smaller size textures as possible. Overall though, the viewport performance seems better!

    • @ukmonk
      @ukmonk Před 3 dny

      @@MartinKlekner Thanks for the reply. No i am talking with only a couple characters and only 2K textures. 32gb Ram and RTX 2080Ti my PC Specs and UE5 runs loads of assets from CC/Kitbash etc and no slow down so wondering if Blender is on the same scale as Uneal yet re realtime.

    • @ukmonk
      @ukmonk Před 3 dny

      I normally do 1v1 fight sequences, so I don’t have loads of characters on screen like your epic videos. Usually 2 CC characters, and assets from kitbash etc, but it slows down to a crawl in the viewport. (Using normal Eevee.)

  • @BossBabyBestAnime
    @BossBabyBestAnime Před 3 dny +1

    Wow, didnt ever expect raytracing to be implemented into eevee!

  • @IrvanQadri
    @IrvanQadri Před 3 dny

    Glad I didn't delete displacement map on my texture folder lol

  • @jittertn
    @jittertn Před 4 dny

    @3m9s actually the old method mainly relied on using light probes to fake GI
    Not ideal still

    • @MartinKlekner
      @MartinKlekner  Před 4 dny

      Oh yeah forgot to mention that thanks 😊 This new workflow is so much better

    • @jittertn
      @jittertn Před 3 dny

      @@MartinKlekner yeah most definetely :)
      I hope we get even better gpu accelerated raytracing for eevee soon !

  • @collinshootquik
    @collinshootquik Před 3 dny

    Where are some good resources for ancient Greek/Greek myth for places, characters and objects in blender? I really enjoy making them, I've already handmade some characters I'd like to put them in nice places

  • @punkpin
    @punkpin Před 3 dny

    Current EEVEE next is better than Unreal in my opinion. The Lumen update time is worst, the quality is only better on reflection sharpness, but all the rest simulates better in EEVEE next. Made the test on Unreal 5.3 and it's not even close.

  • @DecimateCG
    @DecimateCG Před 3 dny

    Those UE5 Lumen and Nanite makes more sense with Blender

  • @mrdizz1e
    @mrdizz1e Před 3 dny

    Why no mention subsurface scattering, which is hugely improved as well?

  • @MyStudio-io3so
    @MyStudio-io3so Před 2 dny

    What's the bake time and render time?

  • @wellingtonwiller4667
    @wellingtonwiller4667 Před 3 dny

    lets see if finally can compete with unreal in real time

  • @sudd3660
    @sudd3660 Před 3 dny

    i am stil waiting for hdr support in viewport, would go nicely with eevee next, but heard the apple shit is holding them back.

  • @SidewaysCinema
    @SidewaysCinema Před 2 dny

    Can you imagine EEVEE actually rivaling UE5?

  • @INSTICT_
    @INSTICT_ Před 2 dny

    bro nice video but the whole time i was focused on ur voice, ik this sounds weird but it reminds me of someone that would be narrating for the elder scrolls series 😭😭🙏🙏

  • @horuscoming
    @horuscoming Před 2 dny

    They could get into improving performance of shader compilation and performance overall because it's getting worse every new release.

  • @cemberendsen4297
    @cemberendsen4297 Před 3 dny

    Hell yes Evee. I found it so shit to work with, now I might give it a try

  • @adyanknx
    @adyanknx Před 3 dny

    What is your pc specs?

  • @RoboThePanda
    @RoboThePanda Před 3 dny

    👏I. 👏HAVE. 👏BEEN. 👏WAITING. 👏FOR. 👏THIS. 👏FOR. 👏5. 👏YEARS. 👏

  • @a_blue_chicken1093
    @a_blue_chicken1093 Před 3 dny

    if these upgrades come live, why ever use cycles?
    curious about this. anyone knows??

    • @MartinKlekner
      @MartinKlekner  Před 3 dny +1

      Cycles can still handle heavier scenes with more textures better, and give you slightly more realistic result, either overall softer light quality. But Eevee is slowly getting there…

  • @4.0.4
    @4.0.4 Před 13 hodinami

    But Eevee bloom was just a compositing effect, right? I mean, it should be possible to replicate it 100%?

    • @MartinKlekner
      @MartinKlekner  Před 9 hodinami

      Yes, the point is though that while it was super easy and convenient before, now its more complicated - and that’s a step back in my opinion…

  • @PowersVideo3D
    @PowersVideo3D Před 3 dny

    Thanks! But you should compare it to Cycles, not Eevee.

  • @Im_Ninooo
    @Im_Ninooo Před 2 dny

    HDRI shadows???!! WHAT????!!!

  • @mrprosatisfyvideos4715

    Is it compatible with every gpu?

  • @principedelapaz3593

    bro if blender change to games development shee winning the game💀

  • @enigmawstudios4130
    @enigmawstudios4130 Před 4 dny +2

    The previous Bloom adjustment was simply simple and easy to apply. The compositor is too difficult and requires an additional learning curve

    • @DrTheRich
      @DrTheRich Před 3 dny +2

      Gain some, loose some. Bloom is a post processing effect, it was weird that it was in render in the first place.
      And eevee is meant to be physically accurate as possible, while staying real time, bloom is not a physical effect, but a stylistic one.
      Photographers apply it also after they made the picture.
      Volumetric halos like in mist are physicall, but you can still do that in eevee with volumetrics.

    • @enigmawstudios4130
      @enigmawstudios4130 Před 3 dny +1

      @@DrTheRich sure, but ease of use and ergonomic conveniences are nice and user friendly. Why remove it? To properly categorize so specialists can feel it's now in it's proper place? There was a clear advantage to having it where it was.

    • @DrTheRich
      @DrTheRich Před 3 dny +1

      @@enigmawstudios4130 Because if you went with your method with everything, the entire program would become a mess and no one would be able to make sens of anything at all.
      Putting things in their proper place IS to make things more user friendly. But you can only see that as the whole picture. Some individual cases it might look less user friendly.
      If you're looking for post processing effect called bloom, you now know to find it with all other post processing effects in the compositor. And no one gets confused anymore why there are two different bloom effects. Not to mention the final result will be more consistent now between eevee and cycles.
      I suspect the color management panel will eventually also move to the compositor.
      Yes there was a clear advantage to having it where it was, there are more advantages to having it where it's now.
      They just have to upgrade the bloom compositor node a bit so it's as powerful as the old settings, but i'm sure they will. Or you can submit that yourself, it's opensource blender is made by everyone who wants to contribute.

    • @enigmawstudios4130
      @enigmawstudios4130 Před 3 dny +1

      @@DrTheRich not sure how that's a realistic conclusion, as it isn't "my method" lol it was Blender's!

    • @DrTheRich
      @DrTheRich Před 3 dny

      @@enigmawstudios4130 With "your method" i don't mean the specific bloom settings. I mean the idea of lets just go with what just seems most convenient on a surface level without regards for structure.
      But you're right, that WAS blender's method in the past. And that's why blender user interface sucked. I've been using blender for 15+ years now, i know what it was like.
      Blender UI is a dream now compared to when i first started. And i've had the feeling you had many times on the way, but looking back, I don't miss anything about the old way.
      One thing to think about, is to try to see the different between if something is actually convenient, or it's convenient because you're used to it. That's really really hard to separate. And the blender developers only became good at that, after they created a purposeful UI team. And these decisions aren't made on a whim. They have lengthy discussions you can read about on the blender development sites.
      And if you think you're view is important, join in these discussions, and help make blender a better program. Instead of just complaining.

  • @DarkSwordsman
    @DarkSwordsman Před 3 dny

    I AM blown away simply because we have something between EEVEE and Cycles. The creative control and freedom you can have now with what is *effectively* cycles but can render *so much faster* on many more systems is insane.

  • @shashwatkauraw8085
    @shashwatkauraw8085 Před 4 dny

    Will it make people switch from Unreal engine?

    • @MartinKlekner
      @MartinKlekner  Před 4 dny +2

      Weeell, don’t think so, but for Blender users, it gives us even more powerful tools, slowly gaining on Unreal :)

    • @SlayerDUDE1993
      @SlayerDUDE1993 Před 4 dny +1

      I use both depending on the complexity of my scenes.

    • @swaz9944
      @swaz9944 Před 4 dny +5

      does it matter tho? in most cases the userbases overlaps anyways, any big leap for any of these two sofwares is a win for us users no need to pick a camp they complement each other very well

  • @markgabbidon5859
    @markgabbidon5859 Před 2 dny

    None of this makes any difference for animation projects. The view port still gets bogged down very easily by just adding some polygons to the scene. There is no realtime animation playblack like in unreal engine, not even close. The real game changer for blender would be if they updated their view port to handle lots of polygons while maintaining animation playblack. Realtime render + Realtime animation playback. We are moving from blender to Unreal Engine because of that. Also they never updated their cloth simulation, which is so needed.

  • @jeanbigiovideoproduction6712

    Blender is trying to catch up with unreal