That was excellent, great tips, thank you. You might want to also add "how to fix EEVEE light bleeding" to your description or title as I would think a lot of people will search for that solution.
“My nazi camp HDR” just fuckin drops that in there P.S. to be fair, he was probably worried about getting canceled for not disclosing the history like Elle Kemper
@@procrastinatingcartoonstm5130 naaaa we really should always remember about imbeciles like hitler or serial killers or whatever so we can spot any similar tendencies in modern imbeciles
This is great, it doesn't just show some basic eevee settings to make something look decent, you go in depth to try to make it look as close to cycles as possible while explaining how each setting effects the render
this video has probably saved me years of trial and error trying to get realistic lighting in eevee. applied all these tips to the scene I'm working in right now and its quite literally a night and day difference. thank you!
This is a fantastic tutorial! It will be my first time going through cycles to eevee and I couldn't ask for better explanation of basic differences. Thanks!
In regards to the cubemap on the ball. If you move the ball to a different collection, then make the visible collection layer one. Then lower the clipping start on the cubemap so it doesn't clip through the floor. That'll remove the black at the bottom.
If your using ssgi can you tell me how many times the render time is increased i want to make realistic animation. But a single min takes hours for me.
@@aryaman3083 SGSI addon doesn't take to much to be honest, maybe 2 more seconds, you can optimize it a bit, it still being EEVEE after all but the result worth it, if you bake lightnings in a proper way and use SGSI the overall look will be more similar to cycles than EEVEE and it'll take way lower render time than Cycles for sure, give it a try, there is also an entire Blender build for SGSI addon itself, it is intended to be more optimized and properly setup only for SGSI EEVEE purpose.
Rendering in Eevee is pretty intuitive, you just open the panel play around with the settings and make something nice. A lot of it is playing with the world settings, you can use an HDRI but realistically it's not necessary.
Great tutorial! but just a heads up for people wanting to do photoreal animation in Blender: The problem with all the baking is you can't have an animation with moving objects because the GI bake and the reflection bake will fall apart (there is no fix for this, it's just a limitation of Eevee). Next to that limitation, you have Cycles X. With all the time spent baking and fixing issues in Eevee you might waste more time than just rendering in Cycles X with "adaptive sampling" and "Fast GI Approximation" on.
if this lights is not correct, do this, do that, do it else, do another else, do something else, another do same else, perhaps another else... and maybe its enoght to work or not.... sad! But look at this great tips! Its a great tutorial! Perhaps Blender could be changed soon! They need to focus on hard structure properties for light man, because the matter is transparent for the light! Anyway ty to blender and to this channel! helps me a lot
This tutorial was very good, but I've got one question though, about the irradiance volumes- you moved the geometry to get rid of the improper baked lighting. But what if we're in a scene where we want that geometry to be only in that particular place? Would using multiple irradiance volumes help?
Finally a tutorial to get "cycles" results from eevee! Can you show tips to get "cycles like" subsurface scattering in eevee? Cycles has that on lockdown, and I would like to at least get close to the same in eevee.
rathe than having the HDR not affect the scene at all, I just turn the strength down, to say .3 , so its acts purely as an ambient light. okay it doesn't cast ahadows, but still provides some good looking ambient light
Around 300-400 should be physically correct in cycles. I don't know if that's as much in Eevee but turning it up and lowering the exposure is definitely a good idea.
Maybe it's just me being bad, but cycles always felt too expensive all-around. Too slow, the pc overheats, you have to leave it on so there goes the electricity bill ... Eevee is a godsend ... I even put it at 1 sample in the viewport ... no lag whatsoever.
Yeah EEVEE is very useful, I have used it for motion graphics and even some more complex renders and it does it's job very well. Cycles has it's place too, but the electricity bill is definitely higher 😄
I know this not the right place to ask but does anyone know what render engine Ian Hubert using? Some people say he's using EEVEE but his work is so good I don't even believe EEVEE can be that good lol. It seems like it rendered straight out of Cycles.
I believe that most of the stuff is Cycles. For full VFX scenes Cycles tends to be more useful and faster in the sense of not having to fake things like global illumination and screen space reflections.
Really helpful stuff dude! I have one question: What happens to the indirect lighting if we are rendering an animation and one or more lights in the scene need to move?
Currently EEVEE doesn't support dynamic indirect lighting, which means that when the objects and lights move around, the lighting stays the same that it was once baked. According to the manual this limitation will be removed in the future. For now you can either manually rebake lighting for every frame, or use the "EEVEE Dynamic Lighting" addon from BlenderMarket.
There is an addon that can do it. What it does is it bakes every frame, so that it can achieve that. Never tried it though, and you have to buy it. As far as I rememeber the name's dynamic eevee lighting.
Really useful - Thanks ! Nice tip in addition :D Just one question : What is your time rendering difference between Eewee and Cycles for those two projects ! I mean, is the time passed to add more & more lighting worth to save render time ?
For a single shot, might not be. Actually this render looked better in EEVEE than in cycles, the render times was for about 2.5x longer in cycles. Probably because the light values were a bit off in path tracing mode, it didn't look as good. But I'd say this is a really important thing to consider, thanks for pointing it out!
There is a free add-on called hdri sun alligner witch makes a sun and allign it to the hdri, that way you have shadows in eevee :)
Thanks !
Gonna try, hope it works in 3.6 version
God damn, finally a tutorial on how to achieve ACTUAL realistic Eevee results
I second this!!
I love that in the first 45 seconds you just showed how to fix a major problem I was having, great stuff
That was excellent, great tips, thank you. You might want to also add "how to fix EEVEE light bleeding" to your description or title as I would think a lot of people will search for that solution.
I will, thanks for the suggestion!
“My nazi camp HDR” just fuckin drops that in there
P.S. to be fair, he was probably worried about getting canceled for not disclosing the history like Elle Kemper
From now on this is the guy I go to for tutorials.
Not the most advertiser-friendly subject to be fair, yes
@@BadNormals Yes
@@procrastinatingcartoonstm5130 naaaa we really should always remember about imbeciles like hitler or serial killers or whatever so we can spot any similar tendencies in modern imbeciles
@@ThePinkOne we get it bro you're a white supremacist
This is great, it doesn't just show some basic eevee settings to make something look decent, you go in depth to try to make it look as close to cycles as possible while explaining how each setting effects the render
this video has probably saved me years of trial and error trying to get realistic lighting in eevee. applied all these tips to the scene I'm working in right now and its quite literally a night and day difference. thank you!
Been using these tricks for quite some time. It was a good refresher though. Thank you for the video.
I love how you made this a fast tutorial yet really helpful!
I want to render animation but don't want to torture my laptop if I'm using Cycles. So I decided to look for this kind of tutorial. Thanks man!
Holy god damn, that light path node tip just made my scene look a million times better, and there's still five minutes left in the video!
This is a fantastic tutorial! It will be my first time going through cycles to eevee and I couldn't ask for better explanation of basic differences. Thanks!
This is basically what I'm used to set while using EEVEE + reflection planes when necessary.
You have explained it better than anybody for me! SUBSCRIBED!!
love the reaslism! First realistic eevee render tutorial that iv'e seen!
ua-cam.com/channels/NylC-_1IShsS1KSADrZ3mw.html
@@RekkePukka Thanks dude!
Fantastic tutorial with great presenration, thank you!
Super high quality content on this channel. Well done!
Best explanation of this topic I've seen so far. Thanks!
Excellent video blender keeps geting better and better!
A punchy, entertaining tutorial packed full of info. You really know what you're doing! Thanks for uploading
That is actually a really smart idea to animate the assets to create a natural motion blur for a still image
In regards to the cubemap on the ball. If you move the ball to a different collection, then make the visible collection layer one. Then lower the clipping start on the cubemap so it doesn't clip through the floor. That'll remove the black at the bottom.
Good to know!
how are you the only person ive watched to actually give a solution to the light bleed other than "it just happens. try making the walls thicker"
Thank you! Lots of tricks here to learn.
This is incredibly useful, thank you very much.
这个教程好!谢谢!使我终于明白了立方盒反射和辐射体积各自的作用
This was the first time I heard most of these tips, thank you! Excellent video. 👏 Gained you a new subscriber
Just the thing i was looking for.. thanks mate..
+ You can also add SGSI addon (or build) to this and achieve even more accurate results
If your using ssgi can you tell me how many times the render time is increased i want to make realistic animation. But a single min takes hours for me.
@@aryaman3083 SGSI addon doesn't take to much to be honest, maybe 2 more seconds, you can optimize it a bit, it still being EEVEE after all but the result worth it, if you bake lightnings in a proper way and use SGSI the overall look will be more similar to cycles than EEVEE and it'll take way lower render time than Cycles for sure, give it a try, there is also an entire Blender build for SGSI addon itself, it is intended to be more optimized and properly setup only for SGSI EEVEE purpose.
@@MattproThe ok so do I have to add irradiance volume or reflection cube map when I'm using ssgi?
@@aryaman3083 You can use it, yes, as it'll reach a more accurated lightning, you'll se baking light button and reflection on the addon btw
@@MattproThe kk thank you
awesome! great stuff! thanks
Dziękuję Ci!
Rendering in Eevee is pretty intuitive, you just open the panel play around with the settings and make something nice. A lot of it is playing with the world settings, you can use an HDRI but realistically it's not necessary.
Great tutorial! but just a heads up for people wanting to do photoreal animation in Blender:
The problem with all the baking is you can't have an animation with moving objects because the GI bake and the reflection bake will fall apart (there is no fix for this, it's just a limitation of Eevee).
Next to that limitation, you have Cycles X. With all the time spent baking and fixing issues in Eevee you might waste more time than just rendering in Cycles X with "adaptive sampling" and "Fast GI Approximation" on.
Cycles X require RTX cards. Is it possible to make this scene on lower end GPUs with Eevee?
@@nikkip8272 ? Is not require a rtx card
@@matteo_petruz1435 Do you mean it does not?
@@nikkip8272 yes sorry
@@matteo_petruz1435 Thank you! Happy new year! :)
Very useful information and thanks a lot for sharing it..🙏
Your Star Wars scene looks really good!!!
this is exactly what i needed thank you!
The foot blur would be super easy to do in photoshop by taking the render into the program after
other title: how to make eevee look like cycles
awesome tutorial, looove this
Straight to the point and a great example overall, thanks a lot man
Will try this technique in my videos and let u know. Thanks for the info
IDK if you have already found out, but GPU rendering is now supported in macOS (on the latest macOS beta and latest Blender Beta)
first tutorial with good house music
tip: instead of using an irradiance volume probe, you can use ssgi addon, its saves a lot of time
SSGI is amazing
I’ve found that the render time increase by using SSGI makes EEVEE almost the same speed as just using cycles. Am I doing something wrong?
@@changleon7441 Thats weird, it could be because you're using CPU compute.
that's nice outro
Learned few things. Thanks man
Thank you very much this is what i was exactly looking for👍🏼
Glad I helped!
if this lights is not correct, do this, do that, do it else, do another else, do something else, another do same else, perhaps another else... and maybe its enoght to work or not.... sad! But look at this great tips! Its a great tutorial! Perhaps Blender could be changed soon! They need to focus on hard structure properties for light man, because the matter is transparent for the light! Anyway ty to blender and to this channel! helps me a lot
Well… mindblown. Blender beginner here.
Barrent rubber wood dining table set - www.artstation.com/a/7745708
1000 models furniture part 3 - www.artstation.com/a/7745711
1000 models furniture part 1 - www.artstation.com/a/7745712
1000 models furniture part 4 - www.artstation.com/a/7745713
Modern villa 2021 Blender Eevee and Cycles 1 - www.artstation.com/a/7745715
How can I make the emissive stripes put out some light? This video is just what I needed! Thank you very much for doing it!
This tutorial was very good, but I've got one question though, about the irradiance volumes- you moved the geometry to get rid of the improper baked lighting. But what if we're in a scene where we want that geometry to be only in that particular place?
Would using multiple irradiance volumes help?
Yes, it helps. Just make sure they blend in in a smooth way.
Finally a tutorial to get "cycles" results from eevee!
Can you show tips to get "cycles like" subsurface scattering in eevee? Cycles has that on lockdown, and I would like to at least get close to the same in eevee.
This is beautiful
Thanks!
Damn this was really helpful, Thank you
There you go!
This video is amazing
Thank for these! But even as a diehard Blender-head I can't help but think to myself "Jeez they have a LOT of work to do on eevee! Come on guys!"
Thanks bro, very helpful
Awesome! Your explanations are clear and to the point. Thank you so much for this crash course. Liked and subscribed.
thank you
You're welcome!
At 1:28, I couldn't stop laughing! As a German, this caught me completely off guard.
Very informatively) Thanks
THANK YOU!
Rockin that Auschwitz HDRI
Wow didn't even know about these volumes. No need to render my animation in cycles now.
rathe than having the HDR not affect the scene at all, I just turn the strength down, to say .3 , so its acts purely as an ambient light. okay it doesn't cast ahadows, but still
provides some good looking ambient light
You need the SSGI addon for indirect light.
This will be in Blender 3.0 luckily
Big thanks for this tips!!! Awesome)
Thank you very much
Great tips. Thank you! ; )
Totally awedome video man! By the way, where can I get Irridiance Volume probe?
Use Shift-A, Light Probe, Irradiance Volume
turn the sun lamp up for more realistic lighting
Around 300-400 should be physically correct in cycles. I don't know if that's as much in Eevee but turning it up and lowering the exposure is definitely a good idea.
Great content, leant quite a bit
Love to hear that!
i am Amazed that why i subscribed.
Thank you!
Maybe it's just me being bad, but cycles always felt too expensive all-around. Too slow, the pc overheats, you have to leave it on so there goes the electricity bill ...
Eevee is a godsend ... I even put it at 1 sample in the viewport ... no lag whatsoever.
Yeah EEVEE is very useful, I have used it for motion graphics and even some more complex renders and it does it's job very well. Cycles has it's place too, but the electricity bill is definitely higher 😄
CONTENT! Ill be waiting for next vid
Amazing!
great tutorial
Thanks MyFaRk!
am i the only one thinking why you have to turn on 2000 different options to get a decent result
good work mate, thanks ;)
Thanks Mateusz!
놀라운 영상 잘 봤습니다. 감사합니다.
I rather wait for ray traced shadows in Eevee to get around all the shadow leaks and irradiance baking.
It will be awesome once it's implemented!
or just use cycles. ?
The Baking Process and faking lights was kinda similar to what people are used to do In Unreal Engine 4
holy crap... its verry usefull....
Thanks dude..
I know this not the right place to ask but does anyone know what render engine Ian Hubert using? Some people say he's using EEVEE but his work is so good I don't even believe EEVEE can be that good lol. It seems like it rendered straight out of Cycles.
I believe that most of the stuff is Cycles. For full VFX scenes Cycles tends to be more useful and faster in the sense of not having to fake things like global illumination and screen space reflections.
it depends. ua-cam.com/video/FFJ_THGj72U/v-deo.html in this video, he used eevee. im not sure about the rest though
Hi i have a question, in the space scene did you use textures for the floor,walls etc? or they are procedural textures?
This helped a lot
Nice!
What are your thoughts on the GI add-on for eevee? Have you tried it yet? Could save some time on the baking perhaps?
I haven't personally used it, but I know this will be built into Blender 3.0, so we can all test it there
Would save time in most situations for sure
Damn! A humble thanks from my potato PC.
Really helpful stuff dude!
I have one question:
What happens to the indirect lighting if we are rendering an animation and one or more lights in the scene need to move?
Currently EEVEE doesn't support dynamic indirect lighting, which means that when the objects and lights move around, the lighting stays the same that it was once baked. According to the manual this limitation will be removed in the future. For now you can either manually rebake lighting for every frame, or use the "EEVEE Dynamic Lighting" addon from BlenderMarket.
There is an addon that can do it. What it does is it bakes every frame, so that it can achieve that. Never tried it though, and you have to buy it. As far as I rememeber the name's dynamic eevee lighting.
fricken awesome !!!!! thank you
Amazing
Really useful - Thanks ! Nice tip in addition :D
Just one question : What is your time rendering difference between Eewee and Cycles for those two projects ! I mean, is the time passed to add more & more lighting worth to save render time ?
For a single shot, might not be. Actually this render looked better in EEVEE than in cycles, the render times was for about 2.5x longer in cycles. Probably because the light values were a bit off in path tracing mode, it didn't look as good. But I'd say this is a really important thing to consider, thanks for pointing it out!
nice!
new subscriber after that!
why are there t-65b x-wings and imperial ties in what look like sequal era setting
How do you properly light an enclosed room? I put an area light at the ceiling but the area above it is still dark, what should I do?
was helpful
nicholas jaar - problems with the sun