what are the system specs? and say i made a nice pbr model in blender, using evee to preview it, how would that then translate to say unity, or sketchfab?
Eevee is one of the most exciting things to watch developing in Blender in a while, and it's happening so quickly! I'm really looking forward to learning how to use it and being able to render shots for animations for my videos in hours instead of days or weeks! Thanks for these videos, too! Your channel has some of the best Blender tutorials/guides out there, great presentation and well put together. The sphere shot in this one looks so good, well done!
- create a scene in 2.78c using the pbr workflow, ready to be rendered by cycles - bring the scene to a recent nightly 2.8 build - connect the pbr maps to eevee output, render with eevee, cut render time orders of magnitude down ↑is how I think eevee could be used right now.
from small scale viewpoint eevee is offers amazing possibilities for replacing cycles, too. If you look at the push UE4 is making for moving from just games to also visualization and animation, and then you look at eevee it is pretty obvious why eevee would be better. Even if you make such complex scene that eevee only runs at frame per second you would still be order of magnitude faster than cycles (well just lot faster). Unlike UE4 eevee has all the tools of blenders dynamics, animation and modeling right there. Can't say I've studied it in enough detail to say more than that, though.
+3Rton I don't think Eevee could ever replace a ray tracing engine. Eevee lacks many basic CG principles that are present in nearly every ray tracing engine out there. I do, however, believe that it is a great tool for simple non-physical renders and projects.
Hmm which features exactly are you thinking about? I don't know. For eevee specifically maybe not. Depends a lot where it goes after 2.8 initial launch. But overall for real-time engines when I look at some of the UE4 demos and something like Mizuchi "library" I definitely feel like there is huge potential there. Especially when I compare that fidelity to what the average children's tv show at the moment or something like Dreamworks How to train your dragon, riders of berk. But yeah I don't know. I'm just a student anyhow so all my opinions are wet around the ears.
+3Rton Well, if you want true physically based rendering, you need to use a ray tracing engine. Additionally, custom volumetrics, glass, caustics, refractions, reflections, hair, and more don't exist in Eevee. Eevee is a useful tool for low grade animations and visualizations, but not for professional grade projects.
I think "professional" is not quite precise here. Eevee (plus Animation Nodes) will be great for motion graphics, like Video Copilot's Element 3D for AE already is. In another side, Eevee together with Cycles (to bake real GI and shadows) will have the same potential as UE4 + Lightmass for arch viz and low budget character animations for TV and Web. So I can see a lot of professional grade potential for Eevee right now.
For the people experiencing crashes on startup, it is also worth noting that your machine must support OpenGL 3.3 or higher to run blender 2.8. Prior to 2.8, blender runs on any system that supports OpenGl 2.1 or above (in Blender 2.76 and below, OpenGL 1.4 and above was supported), which is almost all modern machines. They've made the update to OpenGL 3.3 in blender 2.8 in order to leverage performance enhancements and extra features not previously available. The most current, stable release of OpenGL is 4.5, which was released in 2014. OpenGL 3.3 was released in 2010, so it's still a somewhat dated technology, but the hope among the Blender developers was that they could leverage newer technologies than they were, without excluding too much of the Blender user base. With this said, any computer (namely the graphics card) made after 2010, as well as some made in the few years prior, should support 3.3. If your computer supports 3.3 and it's been kept properly updated, then this probably isn't your issue, but it's still worth checking that your machine is in fact running 3.3 or above. I imagine that this information will only be useful for those using computers and/or graphics cards manufactured prior to 2006 (just an estimation based on brief research), but like I said, since it's probably the largest leap in Blender's OpenGL support in a very long time, it is worth noting.
The BGE needs to be more like Eevee and if it isn't improved drastically soon they will be making a huge mistake. Unreal Engine and Unity obviously will most likely always be superior because game development is their soul purpose and have tons of teams working for one purpose while blender is a graphic design, animation, 3D Modeling, Video Editing, Compositing, Visual Effects, and game design software that has teams working for many different purposes. The engine could be put right with Unreal and Unity if it took some of the features that Eevee is implementing. I don't know anything about Blenders programming but I just know that if the BGE doesn't drastically improve its graphics it will always be remembered as what might have been.
Eevee's application is more like Marmoset Toolbag ... more like a previewer IMO ... if it's integrated in BGE, that's a good thing ... but I don't think so that it would replace cycles, as Cycles has different workflow than in Eevee ... and also may not replace UE4 / Unity ... they are different thing and has huge difference ... just don't replace the BI, as it will hurt the NPR community specially for Freestyle users and artist that uses it for anime industry ...
I thought Cycles had Freestyle? If not could the missing NPR functionality not be coded in and hence sunset the relic that is BI? Also, I believe the idea that Eevee could rival UE4 stems from the hope that the BGE might be able to use it as the renderer - then you would have not only a PBR realtime renderer like Marmoset, but a full-blown PBR based game engine like Unity or UE4. Unfortunately this is only being considered, not confirmed, as far as I can see from the video.
Eevee _will_ replace BI, but it will be more than capable of NPR rendering. Cycles can do NPR rendering as well; it is just too slow since it really isn't built for it (raytracer). Lastly, the goal is to combine the workflow of Cycles and Eevee. Evee will be able to function as a renderer or as an approximate preview of a Cycles render. They are going to try to combine the node systems so that they are seamless.
Thank you Grant for bring up those questions and help spreading the excitement about Eevee. And thanks for mentioning "all the other developers working on the 2.8 project". As I told you my work is simply to facilitate and coordinate the viewport project. While the real mastermind behind Eevee's development is the mighty Clément Foucault.
Correction: "only one thing you can do is wait" - NO! You can do more: for example - the most important - Blender Development Fund www.blender.org/foundation/development-fund/, and Testing, sharing info, support in any possible way, even donate pizza!
Do you know if Eevee (and the 2.8 viewport in general) will benefit much from workstation graphics cards? I don't know if the current viewport benefits from them, but Maya, 3DS Max, and other programs benefit immensely from the workstation cards. They are able to display many times more vertices without becoming a slideshow. And, they will display more accurate viewports, no glitching. I see odd artifacts along edges in some Eevee vewports; maybe those artifacts are from the poorer accuracy of gaming cards and would be eliminated with a workstation card.
Does EEVEE support multi-passes rendering? And can I use that image sequence directly in the blender's compositor without re-importing? Oh, and the video is really cool. I'm cheering!
Oh wow, could you *PLEASE* not shake the view port the whole time? I'm now listening to the end so if your showing anything interesting I'm missing it. Definitely giving you a thumbs down for such poorly thought out graphics (yes, I know its supposed to show the motion blur, but with that erratic jumping around there's nothing interesting to see, just motion sickness to be acquired.)
So only Camera motion blur at the moment, correct? I was doing some tests (search r2d2 Eevee test on YT) but animated the r2d2 mesh without achieving any blur. Rest works quite nicely already, except some artifacts in shawdows. But either as animation proxy or replacing animation for some scene elements entirely for faster rendering, Eevee is fantastic. You could say it is similar to elements 3d for AE from videocopilot in that nature. What would be great is integration of outputs and passes into the compositor instead of pure Viewport rendering only. That would foster seamless Eevee Cycles integration much more.
ive been getting a crash on launch with 2.8, weirdly enough it was working the other day (the exact same build, in fact all builds of 2.8 now crash every time)
@Remington Graphics My sister and I are excited about Eevee, however we're still unsure about one thing. Hoping you know the answer to this. Can Eevee be used to render out entire animation (final render), or is it JUST a rendered view replacement? And if the answer is what I hope it is, will it (hypothetically speaking) allow slightly lower grade PCs to take on rendering at a half decent rate?
So, does that mean lower grade PCs will be able to perform better than they do with Cycles? Given that real-time rendering is exactly what happens in a game engine. In theory, it seems likely it could. But, I'm not sure. Hoping you or Remington will know.
Should be possible. At the moment eevee render panel doesn't have its own render buttons but ctrl-f12 still renders the frames to assigned output location. "So, does that mean lower grade PCs will be able to perform better than they do with Cycles? Given that real-time rendering is exactly what happens in a game engine." Well lower grade hardware will always give you less performance. You will be able to definitely render animations a lot faster than with cycles. But in other hand you will be trading off some accuracy and functionality. Overall if you want to be able to make cinematics along the lines of Unity "Adam" or Mizuchi "Library" then yes eevee should lend itself to that pretty well. (Well not necessarily at quite the same fidelity)
When I say "accuracy" I mean the accuracy of realism. Different methods of rendering trade off some physical "accuracy" for speed (eevee) while others have high accuracy but very slow speed (cycles). If you look at eevee demos and other real time stuff you can decide for yourself whether the shading is accurate enough or not. By Fidelity I'm referring to things like sub-surface scattering and caustics.
I tested Eevee few times but can only do the most ugly NPR renders (my standard for nice looking is very high). If Eevee is truly replacing Blender Render, why are the most basic of things like a proper ramp not working properly and motion blur is working well?
After many years of being maya user, i seriously consider switching to blender because of eevee, at least to render some of my projects. My question would be: do developers if eevee consider making plugins of eevee for other software, like Max and maya. Thank you!
+Tornike Bardavelidze Unfortunately, the Blender team usually doesn't like to collaborate with other softwares due to their open source/free software mindset. My best guess is that they will not be doing this, however there's a chance someone else will, or they'll change their minds. We'll just have to see.
Principled BSDF shader from Cycles - my assumption is that the shader will output into Cycles and Eevee at the same time depending which render engine you are choosing. You could achieve this today already by creating a node grioup that has both material outputs included. This way you set up the material once and make workflow faster. So it would be hiding both outputs in one shader node.
1:35 Yes, those don't show reflections in a proper manner - but showing in non-proper manner makes it easier to work on, with having less load on the computer's CPU and GPU for calculating that mirror reflections and for user himself to not accidently mistake that mirror as some hallway , try to navigate into it and freak out ._. Also what will happen to simple, older shader nodes? Yes, PBR shaders are good and all, but non-PBR are usually more simple to create, and to render, and sometimes might even look better - especially if you don't aim for photorealisticness in a scene you're working on... Also, a random thing to note - I tried 2.8 build, and I found a thing - keys like Z, SHIFT+Z don't work in Cycles nor Eevee because they looks like got rid of those modes completely, but in Blender Internal those keys still work. Shouldn't they make those keys not work in Blender Internal too, or should they add preview modes back to Blender Internal only? ...I guess I should just write this in a bug report instead...
Hair isn't at all supported, and particles aren't fully supported. Eevee will never look like Cycles either. Cycles is a ray tracing engine, meaning it calculates every single light bounce. Eevee is extremely limited compared to Cycles, so while it may generate some good images, it will never give the "full render" look of Cycles.
i set the alpha mode to transparent in open GL render, hit opengl render, and it render the sky, as well, i am not able to render the motion blur, maybe it will come later, but for now many things are still missing, hopefully they will ad those, alpha sky is a most for almost everything
I don't really understand why this has to do more with cycles than it does game engines? Also, why get rid of the metallic/Roughness workflow? It's easily the better workflow. Isn't there some way to bridge the gap between Evee and Cycles without getting rid of the metallic shader property?
Scott Rinehart Possibly the specular shader. If they integrate the specular workflow with the principled shader, then it will disappear. If they choose to keep the specular workflow separate from the principled shader, then the specular shader will remain.
Either hit F12 or you can use the OpenGL render buttons in the task bar below the 3D viewport view (where you have all your hdnles etc.), icons are a photocam and a movie take.
If you guys have more questions, leave them here and I'll answer them in another video shortly!
what is the important thing in photorealism
Do you think this will impede development of cycles or since the projects are closely tied do you see a improvement in development .
yes the new build have cycles denoising option
omg i love new blender? did they change ui ?
what are the system specs? and say i made a nice pbr model in blender, using evee to preview it, how would that then translate to say unity, or sketchfab?
I think the eevee footage found in this entire video was footage of him messing around with the sphere and camera because he got completely bored
+TooEazyCG You're not wrong.
Eevee is one of the most exciting things to watch developing in Blender in a while, and it's happening so quickly! I'm really looking forward to learning how to use it and being able to render shots for animations for my videos in hours instead of days or weeks!
Thanks for these videos, too! Your channel has some of the best Blender tutorials/guides out there, great presentation and well put together. The sphere shot in this one looks so good, well done!
Bge is a must, architectural visualization alone should be reason enough
But Brandy it would be so much less work and you would get a better result in unreal which is the point the BGE just isn't a good engine.
CGFrog. With Eevee and the "everything Nodes" Project. The BGE could become a quite good engine tho.
- create a scene in 2.78c using the pbr workflow, ready to be rendered by cycles
- bring the scene to a recent nightly 2.8 build
- connect the pbr maps to eevee output, render with eevee, cut render time orders of magnitude down
↑is how I think eevee could be used right now.
That's a good suggestion! Because the project is merely being rendered in a 2.8 build, stability does not matter. I will seriously look into this!
from small scale viewpoint eevee is offers amazing possibilities for replacing cycles, too. If you look at the push UE4 is making for moving from just games to also visualization and animation, and then you look at eevee it is pretty obvious why eevee would be better. Even if you make such complex scene that eevee only runs at frame per second you would still be order of magnitude faster than cycles (well just lot faster). Unlike UE4 eevee has all the tools of blenders dynamics, animation and modeling right there.
Can't say I've studied it in enough detail to say more than that, though.
+3Rton I don't think Eevee could ever replace a ray tracing engine. Eevee lacks many basic CG principles that are present in nearly every ray tracing engine out there. I do, however, believe that it is a great tool for simple non-physical renders and projects.
Hmm which features exactly are you thinking about?
I don't know. For eevee specifically maybe not. Depends a lot where it goes after 2.8 initial launch. But overall for real-time engines when I look at some of the UE4 demos and something like Mizuchi "library" I definitely feel like there is huge potential there. Especially when I compare that fidelity to what the average children's tv show at the moment or something like Dreamworks How to train your dragon, riders of berk.
But yeah I don't know. I'm just a student anyhow so all my opinions are wet around the ears.
+3Rton Well, if you want true physically based rendering, you need to use a ray tracing engine. Additionally, custom volumetrics, glass, caustics, refractions, reflections, hair, and more don't exist in Eevee. Eevee is a useful tool for low grade animations and visualizations, but not for professional grade projects.
I think "professional" is not quite precise here. Eevee (plus Animation Nodes) will be great for motion graphics, like Video Copilot's Element 3D for AE already is. In another side, Eevee together with Cycles (to bake real GI and shadows) will have the same potential as UE4 + Lightmass for arch viz and low budget character animations for TV and Web. So I can see a lot of professional grade potential for Eevee right now.
+Adriano Oliveira You're correct, poor phrasing. By professional I meant industry grade animations, similar to Pixar and Sony creations.
For the people experiencing crashes on startup, it is also worth noting that your machine must support OpenGL 3.3 or higher to run blender 2.8. Prior to 2.8, blender runs on any system that supports OpenGl 2.1 or above (in Blender 2.76 and below, OpenGL 1.4 and above was supported), which is almost all modern machines. They've made the update to OpenGL 3.3 in blender 2.8 in order to leverage performance enhancements and extra features not previously available. The most current, stable release of OpenGL is 4.5, which was released in 2014. OpenGL 3.3 was released in 2010, so it's still a somewhat dated technology, but the hope among the Blender developers was that they could leverage newer technologies than they were, without excluding too much of the Blender user base. With this said, any computer (namely the graphics card) made after 2010, as well as some made in the few years prior, should support 3.3. If your computer supports 3.3 and it's been kept properly updated, then this probably isn't your issue, but it's still worth checking that your machine is in fact running 3.3 or above. I imagine that this information will only be useful for those using computers and/or graphics cards manufactured prior to 2006 (just an estimation based on brief research), but like I said, since it's probably the largest leap in Blender's OpenGL support in a very long time, it is worth noting.
The BGE needs to be more like Eevee and if it isn't improved drastically soon they will be making a huge mistake. Unreal Engine and Unity obviously will most likely always be superior because game development is their soul purpose and have tons of teams working for one purpose while blender is a graphic design, animation, 3D Modeling, Video Editing, Compositing, Visual Effects, and game design software that has teams working for many different purposes. The engine could be put right with Unreal and Unity if it took some of the features that Eevee is implementing. I don't know anything about Blenders programming but I just know that if the BGE doesn't drastically improve its graphics it will always be remembered as what might have been.
Eevee's application is more like Marmoset Toolbag ... more like a previewer IMO ... if it's integrated in BGE, that's a good thing ...
but I don't think so that it would replace cycles, as Cycles has different workflow than in Eevee ... and also may not replace UE4 / Unity ... they are different thing and has huge difference ...
just don't replace the BI, as it will hurt the NPR community specially for Freestyle users and artist that uses it for anime industry ...
I thought Cycles had Freestyle? If not could the missing NPR functionality not be coded in and hence sunset the relic that is BI? Also, I believe the idea that Eevee could rival UE4 stems from the hope that the BGE might be able to use it as the renderer - then you would have not only a PBR realtime renderer like Marmoset, but a full-blown PBR based game engine like Unity or UE4. Unfortunately this is only being considered, not confirmed, as far as I can see from the video.
Eevee _will_ replace BI, but it will be more than capable of NPR rendering. Cycles can do NPR rendering as well; it is just too slow since it really isn't built for it (raytracer). Lastly, the goal is to combine the workflow of Cycles and Eevee. Evee will be able to function as a renderer or as an approximate preview of a Cycles render. They are going to try to combine the node systems so that they are seamless.
I wonder if this tech could also pave the way to create a VR editor for Blender similar to what Unreal Engine and Unity have done.
hey guys, my name jeff
logan paul fans.
hey v sauce, michael here
Why did they name it eevee? Maybe they like pokemon?
Thank you Grant for bring up those questions and help spreading the excitement about Eevee. And thanks for mentioning "all the other developers working on the 2.8 project". As I told you my work is simply to facilitate and coordinate the viewport project. While the real mastermind behind Eevee's development is the mighty Clément Foucault.
He is very mighty indeed!
Correction: "only one thing you can do is wait" - NO! You can do more: for example - the most important - Blender Development Fund www.blender.org/foundation/development-fund/, and Testing, sharing info, support in any possible way, even donate pizza!
MOARPLS
What about realtime VR?
This eeveening...
Master472 XD
kinda suprise me. that developers don't really see potential of Eevee :D and how whole industry is switching quite strongly.
Which developers do not see Eevee's potential?
watch after 1:00... they really don't see the potential and how industry is switching. they still think about old workflow.
Do you know if Eevee (and the 2.8 viewport in general) will benefit much from workstation graphics cards? I don't know if the current viewport benefits from them, but Maya, 3DS Max, and other programs benefit immensely from the workstation cards. They are able to display many times more vertices without becoming a slideshow. And, they will display more accurate viewports, no glitching. I see odd artifacts along edges in some Eevee vewports; maybe those artifacts are from the poorer accuracy of gaming cards and would be eliminated with a workstation card.
Does EEVEE support multi-passes rendering?
And can I use that image sequence directly in the blender's compositor without re-importing?
Oh, and the video is really cool. I'm cheering!
Oh wow, could you *PLEASE* not shake the view port the whole time? I'm now listening to the end so if your showing anything interesting I'm missing it.
Definitely giving you a thumbs down for such poorly thought out graphics (yes, I know its supposed to show the motion blur, but with that erratic jumping around there's nothing interesting to see, just motion sickness to be acquired.)
So only Camera motion blur at the moment, correct? I was doing some tests (search r2d2 Eevee test on YT) but animated the r2d2 mesh without achieving any blur. Rest works quite nicely already, except some artifacts in shawdows. But either as animation proxy or replacing animation for some scene elements entirely for faster rendering, Eevee is fantastic. You could say it is similar to elements 3d for AE from videocopilot in that nature. What would be great is integration of outputs and passes into the compositor instead of pure Viewport rendering only. That would foster seamless Eevee Cycles integration much more.
thx for another great video about EEVEE, the branch build doenst run on my pc, so iam happy to see something new
ive been getting a crash on launch with 2.8, weirdly enough it was working the other day (the exact same build, in fact all builds of 2.8 now crash every time)
What I did not get from the vid correctly: Motion blur is supported only for CAMERA or only for translations on all objects?
what about particle animation, ir smoke, fire, liquid?
LOBO S good point
RiethAndalGAMES yeah
Remington Graphics, could you please help me, i come from the video of black ops 2 mod menu
I am 23 n m seriously a noob in animation n Vfx.. I wanna know how much time it will take 2 become as good as you
@Remington Graphics My sister and I are excited about Eevee, however we're still unsure about one thing. Hoping you know the answer to this. Can Eevee be used to render out entire animation (final render), or is it JUST a rendered view replacement? And if the answer is what I hope it is, will it (hypothetically speaking) allow slightly lower grade PCs to take on rendering at a half decent rate?
Iron Crown I think you can just press f12 normally and it would render a final with eevee, it was that way when I tested
So, does that mean lower grade PCs will be able to perform better than they do with Cycles? Given that real-time rendering is exactly what happens in a game engine. In theory, it seems likely it could. But, I'm not sure. Hoping you or Remington will know.
Should be possible. At the moment eevee render panel doesn't have its own render buttons but ctrl-f12 still renders the frames to assigned output location.
"So, does that mean lower grade PCs will be able to perform better than they do with Cycles? Given that real-time rendering is exactly what happens in a game engine." Well lower grade hardware will always give you less performance. You will be able to definitely render animations a lot faster than with cycles. But in other hand you will be trading off some accuracy and functionality.
Overall if you want to be able to make cinematics along the lines of Unity "Adam" or Mizuchi "Library" then yes eevee should lend itself to that pretty well. (Well not necessarily at quite the same fidelity)
When you say "accuracy" and "fidelity", are you referring to the quality of the image?
When I say "accuracy" I mean the accuracy of realism. Different methods of rendering trade off some physical "accuracy" for speed (eevee) while others have high accuracy but very slow speed (cycles). If you look at eevee demos and other real time stuff you can decide for yourself whether the shading is accurate enough or not.
By Fidelity I'm referring to things like sub-surface scattering and caustics.
can u plz answer my question .. does eevee render faster than cycles ? i
mean does it render in no time like the viewport or it's just the view
port ?
remington guy graphics, guys only allowed....
I tested Eevee few times but can only do the most ugly NPR renders (my standard for nice looking is very high). If Eevee is truly replacing Blender Render, why are the most basic of things like a proper ramp not working properly and motion blur is working well?
Remember that the 2.8 release is probably 6 or so months away, if not more. This is a very early version missing many features.
can yuo guys add bullet physics please??????????????????????????????///
I really do hope that they update Blender Game Engine to use eevee. I am not sure if that is possible but it would be great to see
After many years of being maya user, i seriously consider switching to blender because of eevee, at least to render some of my projects. My question would be: do developers if eevee consider making plugins of eevee for other software, like Max and maya. Thank you!
+Tornike Bardavelidze Unfortunately, the Blender team usually doesn't like to collaborate with other softwares due to their open source/free software mindset. My best guess is that they will not be doing this, however there's a chance someone else will, or they'll change their minds. We'll just have to see.
Eevee created for nothing, IMHO.
Awesome video thanks for the info I understand more about eevee and cannot wait to be released.
Please , oh please, tell me it wasn't named after a poke'mon.
How Eevee to Bake Texture or bake combine like in cycles bake
will Blend4Web support EEVEE??
maybe eevee will be on a par with UE4 for real time rendering?
Its cool and all but edit mode crashes
if they remove metallic AND specular node then what are we going to use for PBR instead ?
Principled BSDF shader from Cycles - my assumption is that the shader will output into Cycles and Eevee at the same time depending which render engine you are choosing. You could achieve this today already by creating a node grioup that has both material outputs included. This way you set up the material once and make workflow faster. So it would be hiding both outputs in one shader node.
Hello how to get render output
eevee will be useful for game development
😉
1:35
Yes, those don't show reflections in a proper manner - but showing in non-proper manner makes it easier to work on, with having less load on the computer's CPU and GPU for calculating that mirror reflections and for user himself to not accidently mistake that mirror as some hallway , try to navigate into it and freak out ._.
Also what will happen to simple, older shader nodes? Yes, PBR shaders are good and all, but non-PBR are usually more simple to create, and to render, and sometimes might even look better - especially if you don't aim for photorealisticness in a scene you're working on...
Also, a random thing to note - I tried 2.8 build, and I found a thing - keys like Z, SHIFT+Z don't work in Cycles nor Eevee because they looks like got rid of those modes completely, but in Blender Internal those keys still work. Shouldn't they make those keys not work in Blender Internal too, or should they add preview modes back to Blender Internal only? ...I guess I should just write this in a bug report instead...
it's a very early Alpha. The User Interface is not finished by far. Don't write a Bug Report - they have plans for this and are working on it.
Allright, but I really hope they don't get rid of normal preview modes ._.
Hhhghhh go to truth contest site read the present
On awesome! Thanks for this video!
Omg I was in the video xdd
when i say you i was like "whot is it really him" XD
What with network render??
Nice man!
R.I.P. BGE
¿cuál es el nombre de la música del inicio?
Does hair and particles work in eevee? If so does it look just like a full render in cycles?
Hair isn't at all supported, and particles aren't fully supported. Eevee will never look like Cycles either. Cycles is a ray tracing engine, meaning it calculates every single light bounce. Eevee is extremely limited compared to Cycles, so while it may generate some good images, it will never give the "full render" look of Cycles.
4:14 Dead by Daylight Soryboard? Tell us more. :)
+Der Fab Short film I'm working on. Super top secret stuff.
Thanks
can I be in a collab?
does it have alpha sky? if it's going to replace BI it better have alpha sky
Cycles has alpha sky as well, everything needs alpha sky
i set the alpha mode to transparent in open GL render, hit opengl render, and it render the sky, as well, i am not able to render the motion blur, maybe it will come later, but for now many things are still missing, hopefully they will ad those, alpha sky is a most for almost everything
hlo
I don't really understand why this has to do more with cycles than it does game engines? Also, why get rid of the metallic/Roughness workflow? It's easily the better workflow. Isn't there some way to bridge the gap between Evee and Cycles without getting rid of the metallic shader property?
Scott Rinehart The principled shader uses the same metallic/roughness workflow, do they're just merging the two shaders.
"Said for sure that the metallic node will completely disappear...and the specular as well"
So is that a mistake in the video?
Scott Rinehart Possibly the specular shader. If they integrate the specular workflow with the principled shader, then it will disappear. If they choose to keep the specular workflow separate from the principled shader, then the specular shader will remain.
Not sure I understand. Guess I'll just wait. Is there a release date for 2.8?
How can you actually render out an image to save it as png?
Either hit F12 or you can use the OpenGL render buttons in the task bar below the 3D viewport view (where you have all your hdnles etc.), icons are a photocam and a movie take.
thanks!
что тут происходит?
Hi
+Tony Tran Hi Tony
What screen recorder do you use?
+Stuart Eliason OBS
THANK YOU
Big fan of your work keep it up
Is that background a photo?
Konor Sacks it's an HDRI
what is that if you don't mind me asking? I have downloaded blender and I think I have figured out how to move the camera.
+Konor Sacks It's basically a spherical photo.
ok thx
lemon hunter xd