In this video, I compared two render engines without rating them. the choice should be made by the artist. both rendering results are good but differ due to the distinct cores of the render engines, which is understandable.
yes, you’re right, however, let me add something, both are easy to set up, but Blender is more customizable, for instance, in blender, you can create a volume from scratch using simple shader nodes, making it easy to create elements like clouds and customize other components.
Blender is great for small scenes or single frame renders, but really struggles with large scenes. UE5 is good for large scenes and even animated scenes because of Nanite, automatic mesh LOD, texture LOD, etc.
Hi 🙂, I still don't know which one to use, so I use both. I'm more comfortable with Blender and I find UE 5 more complicated. I don't use UE at all to make games but only cinematics. If I got into UE it is largely because of the influencers who constantly praise this game engine...🤨
This is due to use has unlimited poly count without slowing down your device, and it's lumen rendering system gives realtime workflow whose results are somewhat similar to cycles of blender. But realtime work using cycles isn't quite posible
Work with the tool that best fits your requirements, for example, if you want to create 3D models, animations, or have more control over your scene and renders, blender is the best choice. as I mentioned in the video, unreal is primarily a game engine with numerous tools to create a great video game, while blender is a modeling software that offers extensive options for rendering and scene management. however, if you plan to work with both, it’s best to thoroughly learn one first before moving on to the other.
The only issue with eevee is shadow flickering, which I explained how to fix in the 'Blender 4.2 Beta' tutorial. however, reflection flickering commonly occurs in real-time render engines.
There is virtually no difference with this scene. Transparent, refractive and reflective materials cause Eevee Next to instantly crash on animations. UE somehow gets through it without a RAM crash. Blender will eventually fix it though....
Unreal engine is not good for animation even its render fast ..time consuming of every movement and set-up. Import export sks ..better use blender 4.2 beta version
I might have missed it, but what was the render time on UE? Or was it as simple as saving the screen shot? So effectively 0secs render? If so, that’s a big difference in time, esp over multiple frames
Blender and Unreal have different architectures, so I am comparing the render results of each under the same conditions. in blender, I need to render the scene instead of taking a simple screenshot to separate the background as an alpha channel, add post effects in the compositor, and for various other reasons. unreal, being a game engine, finalizes the render in real-time (post effects, background and so on, it has to, as blender is designed for creating animation and CGI, not for real-time gaming), so a screenshot is often sufficient, while unreal’s sequencer system allows for more control over your render (operates similarly to a screenshot system, you can try!), but for this video, I added effects in blender. ultimately, both eevee next and unreal are real-time engines, but their differing architectures make a comparison necessary.
@@piraniarts then go and do a fucking render in unreal? Adjust the lumen or scalability to get similar rendertime and then compare. Because otherwise what's the point of comparison, who is it for?
Well I don't think this is a realistic comparison because most of the Unreal Engine animations I've seen include what it looks like miles and miles of lush complicated territory with possibly billions of polygons. A comparison of an entire Forest of trees between Unreal Engine and blender would be a more realistic comparison.
I'm Cycles user.... and I cannot believe your EeVEE render took a minute! Why use it? I thought the advantage of EeVee was speed at the sacrifice of quality.
It's clear that cycles is still better than eevee, eevee next is an improved version of eevee and it takes more time to render and is still in beta and I don't recommend using beta software at all. however this video is just a comparison, and I didn’t rate any of the render engines. the choice should be made by the artist.
@@HANAKINskywoker It's fair, because the 'ray-tracing in eevee isn't path tracing, but a simplified method called horizon scanning (if I am ot mistaken). So, basically it's fake raytracing. In unreal he used Lumen, which is a differentbut also fake system.
@@HANAKINskywoker ray tracing is a very misleading term. Path tracing is a way to achive 'ray traced lighting' and it's what cycles uses. There is bidirectional path tracing, photon gi, spectral stuff,which are all close to accurate physically and slow to calculate. Now, Lumen, Eevee and other real time engines instead of calculating everything use estimations and various methods to get as close to proper ray-traced solutions without sacrificing performance. I am not an expert and I don't know what Lumen does exactly either.
There are techniques to implement an LOD system in blender, however, LOD is particularly useful for video games where the player can reach any area of the environment, making optimization essential.
In this video, I compared two render engines without rating them. the choice should be made by the artist. both rendering results are good but differ due to the distinct cores of the render engines, which is understandable.
same quality, unreal is faster to render+ easy to set up the scene, the choice is obvious)) use USD format to drag whole scene into unreal
yes, you’re right, however, let me add something, both are easy to set up, but Blender is more customizable, for instance, in blender, you can create a volume from scratch using simple shader nodes, making it easy to create elements like clouds and customize other components.
blender uses USD as well.
unreal need to compile shaders for 30 seconds for every change.
Blender is great for small scenes or single frame renders, but really struggles with large scenes. UE5 is good for large scenes and even animated scenes because of Nanite, automatic mesh LOD, texture LOD, etc.
Hi 🙂, I still don't know which one to use, so I use both. I'm more comfortable with Blender and I find UE 5 more complicated.
I don't use UE at all to make games but only cinematics.
If I got into UE it is largely because of the influencers who constantly praise this game engine...🤨
This is due to use has unlimited poly count without slowing down your device, and it's lumen rendering system gives realtime workflow whose results are somewhat similar to cycles of blender. But realtime work using cycles isn't quite posible
Work with the tool that best fits your requirements, for example, if you want to create 3D models, animations, or have more control over your scene and renders, blender is the best choice. as I mentioned in the video, unreal is primarily a game engine with numerous tools to create a great video game, while blender is a modeling software that offers extensive options for rendering and scene management. however, if you plan to work with both, it’s best to thoroughly learn one first before moving on to the other.
Are there still reflection flickering in both Blender Eevee and Unreal Engine? It's very noticeable in animation rendering
The only issue with eevee is shadow flickering, which I explained how to fix in the 'Blender 4.2 Beta' tutorial. however, reflection flickering commonly occurs in real-time render engines.
There is virtually no difference with this scene. Transparent, refractive and reflective materials cause Eevee Next to instantly crash on animations. UE somehow gets through it without a RAM crash. Blender will eventually fix it though....
So.. what the point of this comparsion? 🤔
I found out the subsurface scattering works nicer in UE which makes the creature skin look more realistic
Unreal engine is not good for animation even its render fast ..time consuming of every movement and set-up. Import export sks ..better use blender 4.2 beta version
I might have missed it, but what was the render time on UE?
Or was it as simple as saving the screen shot?
So effectively 0secs render?
If so, that’s a big difference in time, esp over multiple frames
curious to know this as well
Blender and Unreal have different architectures, so I am comparing the render results of each under the same conditions. in blender, I need to render the scene instead of taking a simple screenshot to separate the background as an alpha channel, add post effects in the compositor, and for various other reasons. unreal, being a game engine, finalizes the render in real-time (post effects, background and so on, it has to, as blender is designed for creating animation and CGI, not for real-time gaming), so a screenshot is often sufficient, while unreal’s sequencer system allows for more control over your render (operates similarly to a screenshot system, you can try!), but for this video, I added effects in blender. ultimately, both eevee next and unreal are real-time engines, but their differing architectures make a comparison necessary.
@@piraniarts then go and do a fucking render in unreal? Adjust the lumen or scalability to get similar rendertime and then compare. Because otherwise what's the point of comparison, who is it for?
when is blender 4.2 with eevee next releasing?
16 July and you can use it with beta version available one
@@MoiCestVinci before 2 days
thank you good tutorial!!
Glad it was helpful
Well I don't think this is a realistic comparison because most of the Unreal Engine animations I've seen include what it looks like miles and miles of lush complicated territory with possibly billions of polygons. A comparison of an entire Forest of trees between Unreal Engine and blender would be a more realistic comparison.
Nice!
Thanks
I'm Cycles user.... and I cannot believe your EeVEE render took a minute! Why use it? I thought the advantage of EeVee was speed at the sacrifice of quality.
It's clear that cycles is still better than eevee, eevee next is an improved version of eevee and it takes more time to render and is still in beta and I don't recommend using beta software at all. however this video is just a comparison, and I didn’t rate any of the render engines. the choice should be made by the artist.
Did you use ray tracing in eevee next?
Yes, but ray tracing is very effective in scenes with high levels of reflection.
@@piraniarts wait i don't understand
From what i understand you didn't use RT in ue5 so i don't think its a fair competition
@@HANAKINskywoker It's fair, because the 'ray-tracing in eevee isn't path tracing, but a simplified method called horizon scanning (if I am ot mistaken). So, basically it's fake raytracing. In unreal he used Lumen, which is a differentbut also fake system.
@@ajtatosmano2 oh really?
I mean ue5 also has rt in lumen (not pt)
@@HANAKINskywoker ray tracing is a very misleading term. Path tracing is a way to achive 'ray traced lighting' and it's what cycles uses. There is bidirectional path tracing, photon gi, spectral stuff,which are all close to accurate physically and slow to calculate. Now, Lumen, Eevee and other real time engines instead of calculating everything use estimations and various methods to get as close to proper ray-traced solutions without sacrificing performance. I am not an expert and I don't know what Lumen does exactly either.
EEVEE is good, but blender not use mip mapping or lod for texture... and for a big project the best solution is not use blender ahah
That's not true there is something called proxy geometry and you can do this using geometry nodes
Versatility is the key to success. that's why I'm learning both of them
There are techniques to implement an LOD system in blender, however, LOD is particularly useful for video games where the player can reach any area of the environment, making optimization essential.
@@danialsoozani Me too
@@williamasperti1974 amazing! good luck my friend :)