The reflection problem is because it's screenspace, and isn't a bug. As soon as something isn't on screen, it doesn't exist to the raytracer. Hence the reflections disappearing as you zoom in, the part of the image it's supposed to be reflecting is no longer visible. To fix, you need to increase overscan in the film panel, and / or supplement with reflection probes. Increasing overscan effectively renders more and more of the passepartout. (darkened part of the camera view)
Yep, as several other people have already pointed out, “screen space ray tracing” means it can only bounce rays around the part of the scene that is visible to the camera. There is no way around this since it’s the very nature of the technique. It’s a compromise between raster rendering and full path tracing. So no, it’s not due to still being beta and no, it will not be fixed in the future. I mean, if it was fixed and it could bounce rays onto objects not visible to the camera then it wouldn’t be “screen space”. And again, if that’s what you want, just use Cycles. 😄
One workaround for the screen space ray tracing issue could be widening your lens, increasing your resolution the same proportion then cropping it back down in post. It won't get rid of the effect completely, but it should give Eevee more screen space to work with for the ray tracing. Haven't tried it myself though, just thinking out loud.
Hello, thanks for your comment! This video is about practical observable differences to previous Eevee, and the traits of the new Eevee! I really appreciate the comments which help people learn more and check the details as well, cheers
What about baking lighting to get rid off changes in raytraced reflections? I know there were disapearing shadows in previous version even with baked lighting for animations, hope this has been improved...this the main reason I don't use Eevee for animation.
EEVEE can't replace Cycles for realism just because they added raytracing. You're not doing realistic renders in game engines that have raytracing, are you?
Well, lots of people goes crazy for UE5's lumen and want to render literally everything in it, because of the realism-speed ratio. So Blender ofc. has to react somehow.
@@ArtemGms Most people who want realistic renders still use Arnold, despite it being so slow. Those going crazy about UE5 often are people who don't do anything, and are just going crazy by looking at trailers. I don't think Blender has to react to UE5. If they think raytracing is a natural evolution, then sure, but not just as a response to people going crazy about UE5. And it's not like Cycles has achieved the best realism on the market. The opposite even, it's likely the weakest of all the "big" engines. So, maybe they could respond to that.
@@filipstamate1564 I think Blender's cycles weakness is mainly the unability to handle large scenes without compromises or absolutely killing your viewport performance. That should be a larger priority over realtime rendering.
Although that's not that much about Cycles rather than Blender itself. It's nicely visible when you have a huge scene and go into rendered view + turn off overlays. You get a 100x more responsible viewport than when in solid view.
The reflection problem is because it's screenspace, and isn't a bug. As soon as something isn't on screen, it doesn't exist to the raytracer. Hence the reflections disappearing as you zoom in, the part of the image it's supposed to be reflecting is no longer visible.
To fix, you need to increase overscan in the film panel, and / or supplement with reflection probes. Increasing overscan effectively renders more and more of the passepartout. (darkened part of the camera view)
Thank you for this! Tested changing overscan from film panel and it fixed the problem!
Cycles is an unbiased pathtracing engine. You called it a raytracing engine. Very important difference.
changes in the reflection and lighting are the very nature of screen space caluclation, becuase it only reflects what is visible on the screen.
because its screenspace
Yep, as several other people have already pointed out, “screen space ray tracing” means it can only bounce rays around the part of the scene that is visible to the camera. There is no way around this since it’s the very nature of the technique. It’s a compromise between raster rendering and full path tracing.
So no, it’s not due to still being beta and no, it will not be fixed in the future. I mean, if it was fixed and it could bounce rays onto objects not visible to the camera then it wouldn’t be “screen space”. And again, if that’s what you want, just use Cycles. 😄
One workaround for the screen space ray tracing issue could be widening your lens, increasing your resolution the same proportion then cropping it back down in post. It won't get rid of the effect completely, but it should give Eevee more screen space to work with for the ray tracing. Haven't tried it myself though, just thinking out loud.
Apparently there's an overscan option in the settings that gets rid of this problem entirely
Dude...That isn't a "problem" ... It's called "Ray traced reflections" The very thing this video is supposed to be about. I am in tears.
Hello, thanks for your comment! This video is about practical observable differences to previous Eevee, and the traits of the new Eevee! I really appreciate the comments which help people learn more and check the details as well, cheers
This is because of the near clip plane of the camera/view. If geometry is clipped away this manifests in the reflection too.
What about baking lighting to get rid off changes in raytraced reflections? I know there were disapearing shadows in previous version even with baked lighting for animations, hope this has been improved...this the main reason I don't use Eevee for animation.
Is there a way to bake lighting from eevee?
I use blender to model and design but need to export them to another app that doesn't handle lighting well at all
You said screenspace raytracing so that definitely affects it but that still seems like a bug
Reflection issue probably just related to 4.2 still being in beta.
EEVEE can't replace Cycles for realism just because they added raytracing. You're not doing realistic renders in game engines that have raytracing, are you?
Well, lots of people goes crazy for UE5's lumen and want to render literally everything in it, because of the realism-speed ratio. So Blender ofc. has to react somehow.
@@ArtemGms Most people who want realistic renders still use Arnold, despite it being so slow.
Those going crazy about UE5 often are people who don't do anything, and are just going crazy by looking at trailers.
I don't think Blender has to react to UE5. If they think raytracing is a natural evolution, then sure, but not just as a response to people going crazy about UE5.
And it's not like Cycles has achieved the best realism on the market. The opposite even, it's likely the weakest of all the "big" engines. So, maybe they could respond to that.
@@filipstamate1564 I think Blender's cycles weakness is mainly the unability to handle large scenes without compromises or absolutely killing your viewport performance. That should be a larger priority over realtime rendering.
Although that's not that much about Cycles rather than Blender itself. It's nicely visible when you have a huge scene and go into rendered view + turn off overlays. You get a 100x more responsible viewport than when in solid view.
There’s plenty of realistic style renders in UE5. Just look at the Rivian demo
Blender crashes a lot guys
AI voiceover.
ballsy balls