My RTX 3090 runs 25-30% percent hotter in Viewport rendering with EEVEE Next than Cycles (32 samples)...or to put it another way...I can't hear my fans running in Cycles, but they really kick in with EEVEE Next. Besides that, EeVEE Next is great.
Evee next looked terrible on my model, especially the water and refraction. Cyces looked perfect. I am still excited though, this is Alpha, so there's a lot of improvements probably still to be made before release canidate. :)
great to see this video as I was exploring eevee in the 4.2 alpha today - would you say that the displacement is better than using the displace modifier or same result?
I'm Eevee-facing in my work, so these advances are very exciting. It's been a long wait. Now it's a short wait. This doesn't address true reflections, though, right? Would that kind of ray tracing (is that what it needs?) ever be possible in Eevee Next, or is that outside realm of what is achievable with the engine?
Honestly I'm not sure too much about what's going on under the hood with this, so I don't know. I looked around a bit for some more info and didn't see anything, but that doesn't mean it's not out there. I'm not sure how exactly it's handling the rays, which would really be what drives the reflections
@@heiro5with the cycles x update I knew real time ray tracing might happen in near future. Gpus getting beefier and render engines getting optimized is the best combo
couldnt you already do displacement in eevee? You just used the displacement modifier with the displacement texture as well, the texture... is this way faster? are shaders computed better than modifiers? Doesnt really change anything, except now i dont get to choose the order of operation... it looks like it is applied first, before the modifiers, which means that you cant have a simple subdivision modifier before at a low count to have good performance, but have render set higher for better quality, then idk, have a smooth, or another subdiv after the displacement to smooth the output... its not a HUGE issue, but just wondering why support this instead of the modifier workflow we had, if you know the reasoning for it... Thanks!
The displacement modifier isn't going anywhere. If you want to continue to do things that way, you can. But for those of us who do a lot of procedural texturing that includes displacement, not being stuck doing everything in Cycles is a huge deal. Procedurally animated displacement is not remotely feasible with the modifier either. You'd have to use geometry nodes. Which yeah, sure, but it's still an extra step.
@@Arjjacks AHHHHHH I never even thought about procedural materials for displacement!!! Wow ok yeah, that makes a lot of sense!!! Thank you for sharing, that answers my question wonderfully! Thank you!
Having to bake out a procedural texture is a pain in the ass compared to being able to just plug it in to the shader output and see the results immediately. It may also not be possible to work that way, for example if you’re doing an animated shader (common in VFX or motion graphics) baking becomes impractical. So it’s definitely beneficial to have this in Eevee. It will also mean that shaders which work in Cycles using displacement will work in Eevee too.
(In monotone flat voice) Is so awesome hooray -_- If you need more real geometry for displacement to work is shit. In one of previous build they add adaptive tessellation it's way more useful than that.
Pablo said that it is better to add Bloom and Glare in Post in EEVEE Next. He believes that if get used to the workflow then it is much more flexible than simply having a button in EEVEE for turing on Bloom and Glare.
@@TheCGEssentialsof course not 😅, but I think more about ambient occulusion when you add to your shader you can have very familiar visual effect. Of course Eevee is buggy and the shade in many times is to odd.
Hi everyone! Let me know if you've tried Eevee Next yet and what you thought! :)
i tried it! it turned my texture black for some reason
im so sorry for your texture loss @@racehorse9720 😞
it doesnt show up for me any help?thanks
I can’t wait for EEVEE next to be officially released
Same!
As someone who only works with real-time rendering with Eevee, Eevee Next is very exciting, and a game changer for scenes and animations.
My RTX 3090 runs 25-30% percent hotter in Viewport rendering with EEVEE Next than Cycles (32 samples)...or to put it another way...I can't hear my fans running in Cycles, but they really kick in with EEVEE Next. Besides that, EeVEE Next is great.
Looks great, exciting times ahead. I'll definitely be giving this a try!
Give it a shot! :)
Evee next looked terrible on my model, especially the water and refraction. Cyces looked perfect. I am still excited though, this is Alpha, so there's a lot of improvements probably still to be made before release canidate. :)
thank you
great to see this video as I was exploring eevee in the 4.2 alpha today - would you say that the displacement is better than using the displace modifier or same result?
I got the 4.1 alpha and I'm not seeing any setting anywhere that enables EEVEE next, it just has EEVEE and EEVEE legacy.
same here, any fixes?
I run blender 4.1 Beta and can't find EEvEE NEXT... nowhere. Not even in the dev extras...
devtalk.blender.org/t/eevee-next-release-postponed-to-blender-4-2-lts/33035
I'm Eevee-facing in my work, so these advances are very exciting. It's been a long wait. Now it's a short wait.
This doesn't address true reflections, though, right? Would that kind of ray tracing (is that what it needs?) ever be possible in Eevee Next, or is that outside realm of what is achievable with the engine?
Honestly I'm not sure too much about what's going on under the hood with this, so I don't know. I looked around a bit for some more info and didn't see anything, but that doesn't mean it's not out there. I'm not sure how exactly it's handling the rays, which would really be what drives the reflections
@@TheCGEssentials That's what I thought (re: rays). But "we don't know" is such a better answer then "Time to let that dream die." 😋
I think you can get reflections in EEVEE Next using reflection probes. @@heiro5
@@heiro5with the cycles x update I knew real time ray tracing might happen in near future. Gpus getting beefier and render engines getting optimized is the best combo
Hello, can you please make a video about lighting an outdoor environment and Indoor environment?
couldnt you already do displacement in eevee?
You just used the displacement modifier with the displacement texture as well, the texture... is this way faster? are shaders computed better than modifiers? Doesnt really change anything, except now i dont get to choose the order of operation... it looks like it is applied first, before the modifiers, which means that you cant have a simple subdivision modifier before at a low count to have good performance, but have render set higher for better quality, then idk, have a smooth, or another subdiv after the displacement to smooth the output...
its not a HUGE issue, but just wondering why support this instead of the modifier workflow we had, if you know the reasoning for it... Thanks!
The displacement modifier isn't going anywhere. If you want to continue to do things that way, you can. But for those of us who do a lot of procedural texturing that includes displacement, not being stuck doing everything in Cycles is a huge deal. Procedurally animated displacement is not remotely feasible with the modifier either. You'd have to use geometry nodes. Which yeah, sure, but it's still an extra step.
@@Arjjacks AHHHHHH I never even thought about procedural materials for displacement!!! Wow ok yeah, that makes a lot of sense!!!
Thank you for sharing, that answers my question wonderfully! Thank you!
Cant you use the displacement modifier to have displacment in eevee? And for procedural you just bake the displacment map you made
Having to bake out a procedural texture is a pain in the ass compared to being able to just plug it in to the shader output and see the results immediately.
It may also not be possible to work that way, for example if you’re doing an animated shader (common in VFX or motion graphics) baking becomes impractical.
So it’s definitely beneficial to have this in Eevee. It will also mean that shaders which work in Cycles using displacement will work in Eevee too.
@@btn237 yeah I can see how that would make sense. Even if it’s possible doesn’t mean it can’t be improved right? ;)
Wow
Looking good!
So in 4.0 theres no eevee next just EEVEE. Do you know if this is the equivelant of eevee next or if it got canceled?
It got pushed to the 4.1 release I believe
@@TheCGEssentialsi have 4.1 beta and there's still no E-next
4.2 at least. Blender doesn't like unfinished software. So better late than broken. I whiched more people would do that.
What are your specs?
Oh, this is awesome.
It really is!
(In monotone flat voice) Is so awesome hooray -_-
If you need more real geometry for displacement to work is shit. In one of previous build they add adaptive tessellation it's way more useful than that.
currently it does NOT work on my Intel I-gpu.
he really does that into like that still huh
I don't know this is good example when you don't have enable bloom and ambient occlusion in EEVEE
Do those add displacement?
Pablo said that it is better to add Bloom and Glare in Post in EEVEE Next. He believes that if get used to the workflow then it is much more flexible than simply having a button in EEVEE for turing on Bloom and Glare.
@@TheCGEssentialsof course not 😅, but I think more about ambient occulusion when you add to your shader you can have very familiar visual effect. Of course Eevee is buggy and the shade in many times is to odd.
hummm interesting
eevee next already while they didnt even polish eevee.
stop doing the cringe intro please !
Imagine telling someone else how make their content. Get over it or watch sometime else 🤷🏼♂️
@@MTOcreations sometimes he does good stuff , but i cant get over how cringe the intro is 😭
@@poopiecon1489 cope
@@Prahinsfilms😂