Welcome to EEVEE NEXT!

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  • čas přidán 2. 07. 2024
  • In this video, I am showing the basis of Eevee next, upcoming in Blender 4.2.
    Also, If you are interested in some Geometry Nodes Generators to make your life easier as a 3d artist, check my tools here:
    Blender Market: blendermarket.com/creators/wc...
    Gumroad: wcarige.gumroad.com/
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Komentáře • 33

  • @jeroenbakker5564
    @jeroenbakker5564 Před 18 dny +38

    Hi thanks for this in depth video. I am one of the developers of EEVEE and really appreciate the explanation of the possibilities that the engine has. I shared it with the other devs aswell! Keep on your work!

  • @chrisgreenwell3404
    @chrisgreenwell3404 Před 19 dny +2

    Excellent overview of the new changes and how to use them, thank you :)

  • @AndersonMancini
    @AndersonMancini Před 18 dny +1

    Excellent video man. I've been using the beta for a while and I was so used to the probes that never occurred to me that not using probes would give us different results. Fantastic. Parabens 🎉😊

  • @Ericaandmac
    @Ericaandmac Před 16 dny +2

    After I test Eevee next myself shorly after watching video, I wanna clarify some things.
    0. Yes baking is faster and less artifacts now because of no overlap problem with object and yes its good now World can have shadows BUT
    1. Light probes are not realtime, if u bake lighting when raytracing is turned off, then it shows the baked lighting, (Another logical reasoning: If probes r screenspace, then it means we lost old superior functionality of a stable lighting and GI that is baked, so its unlikely that probes are screenspace.)
    1a. So For example When u change lighting such as color of light source and if u turn off raytracing, the color of old light remains , it wont update until u bake again
    1b. and similarly, When u activate raytracing, it just overlay itself to baked lightting and it uses screenspace on top of baked lighting to improve GI and AO and other things. Tthats why it make someone think that Light probe is realtime updating but its actually not, if u change color of light, it will have both old baked color on surface plus new color of light on surface by screenspace GI so it will be mixture of both (especially when u go closer on objects to prevent screesnpace it show both old and new ligjht color. ) but from far away screenspace dominates the color of surface so it make its color look closer to new light color and old baked surface things only add more debth to thigns even though itsnot accurate anymore after lighting change,
    2. In raytracing section, It nearly dont make any difference when u change method from Lightprobe to screenspace, if u have lightprobe enabled it always stay as baked as a base on surface of objects. Lightprobe method is still enable screenspace. So UI is really doesnt make sense.
    2a. For example, I think if they really wanna put lightprobe method in raytracing option, it should work like camera overscan volume so, I wonder why there are no special Probes that work like camera overscan volume? at least it shouldnt be screenspace inside the probe, everything should be stable raytraced.
    3. My worries and thoughts and critisizms are:
    a. Plus they removed the differentiation of screenspace reflections, refractions, GI and AO , so now if u activate u activate all, u cant do any scene optimization by lowering the ones u dont need, they changed the UI in that way,
    b. &c. now there is no way to have a baked GI with addition of certain screenspace effects because now volume probe is affected screenspace fully without letting u choose which screenspace effects u want to add seperately, if I have baked GI from probe, maybe I ll only want AO and reflections and refractions and wont need screenspace GI.
    now it has AO and GI options that are preffered onto each other but AO should be seperate not integrated together with GI option like this, Some people might wanna add more stylized AO effect on top of GI raytracing, so it prevent us to control amount of AO we wanna add to give certain effects, I always made Eeeve realistic by bumping up AO in previous versions, so i prefer that layered approach more I dont know but Eevee next make things more complicated, I like the way old ambient occlusion was an addition to other screenspace reflection and refraction effects. I personally didnt like in terms of giving control to user in what they want to do.

    • @washingtonfilho2268
      @washingtonfilho2268  Před 16 dny +1

      @Ericaandmac Good points. Personally I think this release is just the official start. Then we will more funcionalities and control as the development goes. Maybe Eevee near future would not be Screen Space anymore. For what It was couple months ago, I am surprisingly happy with what we are getting. I was expecting to get nothing beyond that in this release, but I trust in the capabilities and effort of Blender Foundation and I know Eevee is gonna be great!

    • @Ericaandmac
      @Ericaandmac Před 16 dny +1

      @@washingtonfilho2268 Thank you and yes I agree with you, they make this as a base for turning into full raytracing after they implement VULKAN, because now OPENGL doesnt allow for RTX raytracing , Most realtime raytracers are DirectX in windows, so we need VULKAN for allowing full raytracing. I hope they can make VULKAN version of blender soon

  • @IndianCitizen04
    @IndianCitizen04 Před 17 dny +1

    I've leant a lot from this tutorial specially the Light Probe one. Only one thing I have to know that if applying this Light Probe reduce the render time a little bit or not. Thanks for your tutorial.

  • @srOPERARIO
    @srOPERARIO Před 18 dny +1

    muito bom o video, já tinha visto outros vídeos e realmente, ninguém mostrou isso que você abordou aí, eu mesmo estava na dúvida sobre várias coisas, obrigado!

  • @minitiv
    @minitiv Před 18 dny +1

    cant wait release 4.2

  • @besfamilnyi
    @besfamilnyi Před 18 dny +3

    Could you please turn up the volume on your microphone

  • @withvally
    @withvally Před 19 dny +3

    Hey, thanks for the informative videos you're making
    though i think the best solution for real time GI is Unreal Engine's Lumen no baking needed at all and no screen space problems plus the Quality is very close to a Path tracer if we do enough tweeking, exept for the translucent materials of course
    What do you think ??

    • @mrwitty331
      @mrwitty331 Před 19 dny

      same here

    • @washingtonfilho2268
      @washingtonfilho2268  Před 19 dny +5

      Well, as far as I could test, Lumen (Inside Unreal Engine, not Twinmotion), combined with other options Unreal provides, is by far the best real realtime graphic results you may get. However, for my experience, Unreal isn't the best solution in terms of workflow practicity, which means... If you want to pull out an interesting exterior scene with a bunch of people moving, birds, cars, accurate reflections and a kind of good GI, I think D5 or Lumion can deliver faster results, because It will speare hours of your work. However, If you have a great deal of Unreal library, plugins and all settled up to work fast just as D5 or Lumion, for sure I would go with Unreal 100%.

    • @withvally
      @withvally Před 19 dny

      @@washingtonfilho2268 thanks

  • @AgustinCaniglia1992
    @AgustinCaniglia1992 Před 18 dny +1

    I have problem with reflections. They change when you zoom out enough and it's giving me inconsistent animations.

    • @DennisSchmitz
      @DennisSchmitz Před 17 dny

      Probably because it uses screen space.

    • @AgustinCaniglia1992
      @AgustinCaniglia1992 Před 17 dny

      @@DennisSchmitz I thought that brakes with panning but not just zooming.

  • @LIFEisShort4016
    @LIFEisShort4016 Před 17 dny +1

    Nice video buddy! new sub here!
    pc specs you using?

  • @tamilorejoseph4704
    @tamilorejoseph4704 Před 18 dny +1

    Hey, what Color space did u use ?

  • @MrMariozzz78
    @MrMariozzz78 Před 16 dny +1

    is it on same level of lumen by unreal engine 5?

    • @washingtonfilho2268
      @washingtonfilho2268  Před 16 dny

      @MrMariozzz78 No It is not. Reflections are better than Lumen though, In my opinion, but still Screen Space.

  • @ApexArtistX
    @ApexArtistX Před 14 dny +1

    It still sucks for forest scene

  • @MrAsavich
    @MrAsavich Před 17 dny +1

    Okay