Eevee is not like cycles where you get everything out of the box, you need to put some work in it and you can get amazing results. 1) You can get perfect mirror refelctions, all you need to do is go to add - light probe - plane and add a reflection plane, which, place on any flat surface will give you perfect reflection, even if the oposite wall is not seen on the screen 2) Same with GI, go add - Light probe - volume, make it the size of your room and it will calculate gi, even if you zoom in I hope people read this and learn more before saying Eevee doesnt work. Good luck with exploring and learning :)
Yeah absolutely! Like i also said in the video you just have to be aware that you can‘t just take your Cycles scene and handle it like before. I‘m 100% sure you can get amazing results with Eevee Next but you have to do things different. Using light probes takes out a bit the advantages of the dynamic light/shadows in Eevee Next, but yes it can be very useful!
yes but what he means is its not like lumen or other realtime engines that doesnt need those extra steps. so it could be like cycles if they implemented other methods. this eevee working logic is more like old games with static baked lighting supported by screenspace, not a new technology. there are many new engines that give out of box like d5 render or UE5. D5 is inspired from lumen and then it made its own GI system that is mixture of 2-3 systems, blender could do it too instead of just aiming for pure raytracing,
@vicubeanimation After baking, global illumination is not dynamic anymore. As other comments stated before, It'd be great to have an interactive real time lighting system like Lummen, what we have so far is screen space global illumination and static probes. The limitations are there and need to be talked about.
Blender now has GPU accelerated compositor in 3d view. So now glare effect can be done via compositor both for cycles and eevee. The problem with SSR and SSGI can be solved using light probes, if it needed.
Yes true but the glare node is unfortunately not so customizable like the previous glare function. If you are working with light probes, then the benefit of the dynamic light/shadows is gone but yes it can definitely help!
@vicubeanimation when I try light probes option in EVEE Next and add a light probe sphere or box, the reflected object is distorted and appears with black spots in it. Not sure what is wrong
Honestly Blender tried to solve "an issues" that I personally never has with Eevee to begin with while introducing a bunch of new issues (mainly a performance, Eevee next become noticeably heavier and PC can't handle Eevee anymore), that's why when it comes to Eevee I for now at least I am sticking to legacy Eevee in Blender 4.0
Two things: - Overscan feature can help reducing screen space reflections disappearing, and improve gi. - Viewport pixel size set to x2 or higher can largely improve the performance of viewport, in my case from 18 to 70 fps even with ray-tracing set to fullest.
The most useful for my work is I can use HDRI as environment light for closed interior which have no glass windows which is impossible for Cycle render. Eevee next is bit of trade of between speed and quality. So far I have satisfied except one thing firefly illumination for high specular material. It is somewhat mitigated in current beta version than alpha version but still there. I hope Eevee Next will be more polished in next three or four coming versions.
You can make glass with Roughnes -> 0 Metallic -> 1.000 and Alpha -> 0.5 or some lower! Dithered: on! Then you can align a reflection plane on the glass object!
This. It's insanely fast to bake and the improvement with Light Probes on scenes like the Barber Shop are massive. I don't think this ViCube's current comparison is valid without using EeveeNext to it's full power.
I always thought of Eevee as the engine that could allow more artistic freedom. I loved to do cel shading or just to mess around with the shader to rgb node and it's part of why I like eevee
Thanks for this. I was just having trouble with water shaders, and it turns out I needed raytraced transmission. Never would have guessed that was the setting I needed. As far as reflections and offscreen lighting, it looks like you still have to use reflection planes and light probes to make them work well. I'm not experienced enough to say how different the effects are.
@@vicubeanimation Also. While losing bloom isn't that big a deal since you can get the same effect in the compositor, I haven't found a setting for ambient occlusion in the new engine. Could be a problem in some use cases.
@@MrDammed1 Ich denke schon auf jeden Fall, aber eben nicht so viele wie für englische Videos. Andererseits ist in deutsch die Konkurrenz vielleicht auch nicht so hoch, da muss man immer abwiegen.
Eevee Next can look really impressive already, and there's surely more optimizations coming in future updates. One flaw that has kept me from switching to the new LTS version, and that's not talked about much, are the somewhat broken Plane and Sphere Light Probes. Both are now unable to reflect reflection, refractions and specular highlights. Materials appear entirely diffuse. The devs are aware of the problem and plan to fix it in 4.3.
Yes totally! I didn´t played to much with the light probes till now because i was more interested about the real time possibilities, but good point you mentioned. Would be nice, if they fix it in 4.3.
Thanks for keeping it honest. Every other video I watched about 4.2 doesn't talk about this obviously glaring issue, they just praise it as the next greatest thing when anyone honest who load a file from 4.1 into 4.2 will see the issues with reflection and lighting. You earned a sub with the facts.
Thank you! Yes i was also wondering that nobody was really addressing the current problems. It´s important to speak things clear out so that the people aren´t all confused when they try it themselves..
Oh dear If you have real global illumination going on, ambient occlusion makes no sense. Ambien occlusion is just a visual effect that tries to replicate in a very simple way the occlusion that real global illumination generates. But it is just that, a visual effect,a trick, that tries to fool your eyes.
The new ray tracing in eevee does fantastic for animating scenes that use specular, diffuse and volume materials. Any reflective and transparent materials just cause an instant crash after a few frames.
I hope they fix the problems with reflective surfaces quickly. If there are many of them in the scene, then setting a reflective plane for each is very tedious. In addition, many objects have a curved surface
Yes i also really hope that they find a solution for this. Maybe with combining different techniques together like Unreal. As you said, you can´t just put reflection planes everywhere, it works for some things but it´s not an ideal solution..
Just Like Game Engines, Still a ton a lot faster than traditional renderer. If you want speeds then you gotta cheats 🔥 btw in the 9:05 sorry to say that is not a good comparison. you can get a lot more with eevee you just gotta cheats some stuffs in
Yes like i also said in the video this was to demonstrate that you can´t handle Eevee scenes the same like Cycles. It´s not enough in many cases to just crank up the settings, you have to cheat also often. I made this video because many people said: "Why using Cycles now? Just switch to Eevee and it kindly looks the same!", but that´s not really the case. Nevertheless you can, and i´m sure many people will put out amazing renders with it!
Eevee is also for final renders not only editing. It also doesn´t make really sense to optimize a scene so that it looks good in Eevee and then render it in Cycles. Either you should go with Cycles or Eevee and then optimize the materials, lights etc. for the engine.
good video and all but you forgot light probes 😞 light probes solves a lot of these problems and compleiment so well with new raytracing , check it out and you may have way better results
Yes as said this video is more about the real time possibilities of the new engine. Light probes can be great (like it was already with Eevee Legacy) but don‘t solve the problem if you want to have dynamic global illumination that interacts with the scene.
I have a light leaking issue in eevee with raytracing enabled how can I fix it. Before you used to fix it by enabling contact shadows but this isn't possible obv.
No, it don't affect other lights. You can add your HDRI and Tri Lighting as normal and you still get your shadows. I discover that using the HDRI together with this node set up as well helps with some metallic material. So you will just add a mix shader. One line for the light path node set up and a Environment Texture node with another background node. Then both plug into the mix shader then the material output. A very simple node set up. Five Minutes Blender have the set up. But he uses Is Camera Ray which did not sole the issue. When I plug into the Is Transmission Ray instead all the magic happened. It render better that Cycles and also fix the dark blotchy shadows I was getting on my model and I was using a good quality soda can from the Blender Kit ad on. Here is the link to Five Mins Blender ua-cam.com/video/8YtA9ve3GsY/v-deo.html Here is link for a short tutorial I created with a before and after result. Let me know your feed back. ua-cam.com/video/VlxVwn6z5nY/v-deo.html
This was the perfect introduction to EEVEE Next. As others have stated, there are methods to make it look better such as light probes. Overall, great video!
Thanks! Yes light probes can help for more static scenes, this video was more about what the realtime ray tracing can handle without baking things out etc..
yeah, guess im the only one on earth noticed eevee next have shadow shading angle imperfection compare to Old eevee, and nobody talk about it, it sucks
EEVEE cannot beats Cycles at all. Even Lumen it is very good real time renderer but not thing is compartable to path tracing renderer not only cycles, but there is really very big problems in Blender Dev Team, because they always start a new things but always missing, look at geometry nodes, you will cry. we donot have even a inset faces node or bevel node, even the extrude faces node missing very inportant thing like Even thikness, they have to make the small basic math function befor diving deep in another domains. and when you say any thing to them, the answer is always ready : "this is a feature request!."
@@Mounir_ALSAYED can you please tell me, individually, what is the best 3d software for each task, like modeling, sculpting, scripting, procedural etc., and then what is your favorit 3d software? best and favorite are sometimes 2 different things. also for sculpting. i tried blender 4.2 for sculpting and shit is it laggy. im also nto a fan of modeling in blender. its cringe and lacks tons of features.
@@bestboy007 For modeling/sculpting probably 3ds Max, for procedural/scripting Houdini i would say. BUT these are very expensive and Blender can do everything already pretty good! If it lags very much on Blender then it will probably also do on 3ds Max. My favourite software is clearly Blender, i now work almost exclusively with it. Of course, every software has its problems, but the team is really behind and I generally just like Blender's philosophy.
Eevee next optimization is insanely bad. I'd rather have a jittery viewport shadows than noisy shadows Idk why no one talks about the bad thing about the new eevee 😢@@kingghidorah8106
With the real-time ray tracing it´s not possible to fix this completely, but if your scenes are more static, then I would do it with light probes and reflection planes as others mentioned here.
Hi guys my cycle render is ok in all resolution ,the evee rendering in normal hd is ok also , but when i try to render it in 4k in evee there is showing wired pattern black triangle shape texture all over , can you guys help me to figure it out
Hey, hmm strange i couldn´t say why from here. But i´m currently still working with Blender 4.1 mostly due to all the bugs in Blender 4.2. It seems like a bug, so chances are not bad that this is solved in Blender 4.3. Yould could try the beta of it already.
@@vicubeanimation yeah buddy unfortunately i also try 4.3 but it still the same , i hope evee could better than this , i mean now my cycle is faster than evee ha ha
The best pipeline for me for real time rendering - is modeling in blender and render in UE5. Lumen is way more accurate and real out of the box then eevee next
this new eevee bs is downright rancid , it also seem to run slower , some of my old files straight up crash blender when appending or loading them in any way , I have to extract them piece by piece , the only way it won't crash , this is ridiculous
Oh ok interesting 🤔 But yeah it seems to be slower in general, even with deactivated raytracing what is not really understandable for me.. Probably because of the displacement support..
To use light probes to bake consistent GI was the old workflow. Since SSGI is so inept that it’s practically useless with moving cameras, what’s the damn use?
Yes correct, that‘s what i‘m critizising.. But it‘s not always so inconsistent. Especially for the outside with hdris it works better. But yes, it‘s a probelm..
I feel like this eevee update was honestly a big waste of time. The ray tracing and gi are useless in animation so its still crippled to being only good for things like product shots.
@@azarelthecreator7098 I wholeheartedly agree!! It's a waste of resources and time while Cycles itself is missing a production-viable shadow and SSS pass... Very sad... :( SSGI being only viable for a limited number of scenarios is nothing but a big hype...
Why should it be pointless to address current problems when the engine will be used now and not sometime later.. I don't think that the basic functionality of Eevee Next will change that quickly. I´m pretty sure, they will go with Screen Space Ray Tracing for a while now because they have just implemented it.
I am very new to blender. Started just recently learning 4.1 and experimented with 4.2 beta eevee. Beside bloom missing, what is there that eevee 1 can do for you that 2 can not? Just don't switch on raytracing if you do not like it. Or is there more that I missed that eevee1 did?
why can't they make ray tracing properly real time like UE5? why not create RAY TRACING RADIUS system? or RTR in that specific radius, raytracing works. outside the radius its just rastorization. it just makes more sense! rendering is still faster, and you aren't limited by what the camera sees! they honestly should try and implement raytracing like this instead.
Eevee has never been expected to be a replacement for Cycles. I am not sure why people keep using that terminology. Eevee is a complementary renderer that was meant to replace Blender's original internal renderer.
Yes true.. Nearly every video i saw before was like: This is the cycles killer. But we have to look at it as what it is. And for that it‘s pretty great and made some big advantages, but a real Path Tracer is still another thing.
I've been waiting so long for eevee next but as of now it is just disappointing, renders take up times that are compareable with cycles and there are a lot of bugs in the final render.
Haven't played with it for about a week it's rather a disappointing update. For instance setting up objects as an emitter produces images that are so noisy that it makes cycles look absolutely clean by comparison.
@@vicubeanimation I have some animations where I have a Mixamo figure animated walk cycle and it plays in realtime in Cycles, but about 1-2 FPS in EEVEE. Cycles is the clear winner on my hardware.
8:38 - WHY THEY REMOVED BLOOM? Glare is worse and you can check how it looks like only after render. You cant fly around the scene and watch how your bloom looks like. Awful
They just moved it to the compositor into the "Glare node". If you want to see it in viewport in real time, just activate the compositor in the viewport shading tab.
They have clarified that the move is because bloom is a post processeing effect, which belongs in the compositor. I fully support this, people just need to get used to it. What i don't fully support however is that they made this change before having a full replacement ready. You can achieve the same or similar results with the compositor, but not without messing around with nodes. I read in a forum that they've aknowledged peoples frustration, but will not be able to get something proper ready before the 4.2 release. Instead i think they created a node group that serves as a replacement for now, which should have most options you would need for bloom. Expect something better in the next patch/release
@@christopher- But i don't need bloom in the comositor, i want to see bloom in my 3d view (viewport). Bloom node group can't replace realtime bloom on your screen...
it's noisy even without raytracing is completely off. same scene takes 20 percent more time to render. and they didn't give a single way to us to keep on using the old eevee if we wanted to. what a joke
yes I wish old eevee was also a option in experimental settings. Thats how most softwares do. They keep legacy things until new one is as fast as old one. Thats only good way of commercial softwares, they dont easily remove old things in one new release.
4.2 crashes randomly all the time for me, even though the models look worse and the stuff I render was more simple than stuff I rendered before, yeah I reverted back to 4.1
For me Eevee Next is even worse than regular Eevee, which was already bad because I use a good handful of nodes to make procesural surfaces and Eevee (both versions) actually runs WORSE than Cycles across the board when using procedural surfaces. And Eevee Next is so bad with procedural materials I cant even navigate the viewport with it on. Meanwhile Cycles is fast and responsive and photorealistic.
Yes and no. Unreal´s Cone Tracing approach can process ray tracing rays somewhat more precisely and extensively. You can also enable path tracing support separately for some effects. But yes, in general all real time render engines have similar problems..
@@vicubeanimation yes, I think no because unreal is more seamless, they dont have screenspace issues as much as this, and u dont need reflection probes etc. Unreal dont have these problems anymore, if u build a scene with unreal lumen from scratch, u rarely see any big issues. These problems we see in eevee next was unreal engine 4's problems in 2018, we are following from behind by repeating same old techs instead of just skipping the wrong phases. They always had these improvement 1. lets have screenspace reflection+refraction + probes+ bake light, its realtime (EEVEE 1.0) 2. lets try screenspace gi maybe it helps, ohh no it create more issues than benefit (EEVEE2.0) 3.lets try full raytracing - ohh its good , now its accurate but less realtime and noisy 3.5 lets try also rtx gi, oh noo it is too noisyy to use a full raytraced gi, gi is not as usable as raytraced shadows, reflections etc. (EU4.22 , Initial D5 Render GI) 4. lets find a new method that use raytracing smartly, lets simplify it but make less noisy but less accurate, surfel gi, sign distance field gi, voxel gi - ohh noo they have light leaking too much (GODOT, Uniqine etc.) 5. okay lets find better gi method, lets mix screenspage raytracing with cone tracing and distance field meshes etc. so we can have accuracy in camera while other areas also has smooth transition and lights outside camera can affect gi. ( UE5 lumen, New D5 Render GI ) So, we will probably wait minimum 3 years for each phase to get into unreal quality, maybe eevee 5.0 will finally be lumen.
@@Ericaandmac Haha love the summary 😅 But hopefully it won´t take that long and won´t take so much steps in between. But yeah, i was also a little disappointed because at first I thought that Eevee Next would be a little closer to Lumen in terms of functions..
@@vicubeanimation Haha thank youu :)) and Yes sorry for pessimistic factual summary, I hope it wont be like that :( For example, at least they could make surfels realtime, they implemented surfel baking but they didnt implement dynamic surfel gi, it would be good combination to use dynamic surfel GI for out of screenspace areas while screenspace is used for camera areas. but they didnt :( in youtube there are many dynamic nonscreenspace GI papers implementation like voxels, surfels and many more and blender could implement all of them so we could choose which one to use in different cases at least :( it doesnt have to be lumen. cycles x was a big leap to remove the gap between other offline renderers, they implemented many new papers, but eevee next is not a leap like that, they didnt impelement those various papers about GI :( we dont even have parallax displacement :( or we dont have screenspace edge softnening. only thing eevee made me proud is that hdri shadows, thats quite new thing and rare to find.
@@Ericaandmac Yes true.. But at least it´s on the right way and they made a first step. The support of realtime shader displacements is also very nice and was so important, because it was really a horror that you couldn´t see the deformations in the viewport before..
then that's not the problem, that's how game engines render and it was made it that way so it can render in realtime and have similar results so people can texture 3D assets more accurately for game. You are the problem who is using game renders for your final product.
Many people will use Eevee Next also for final renders/animations so we have to speak about the current limitations. This doesn´t mean that the progress in Eevee Next isn´t great..
As someone else already said, many people use eevee for final products achieving amazing and professional results. It’s annoying to export an entire scene or VFX to UE even if it can give you better result (adjust textures, light, open a very weight software just for an animation…). The future is real-time, and while Cycles is still wonderful and any true ray tracing will be replaced by real-time Engine, it’s incredibly important they continue to improve eevee as another final render option, not just as complementar engine . I could tell you several movies that used UE (a game engine after all) for VFX.
@@AtrusDesign Game engines are only an intermediate step until real path tracing is fast enough for real-time. Modern graphics cards have specially built-in ray tracing cores that are there for exactly that and this will certainly improve significantly in the next few years. Nowadays, with an rtx4090 you can work with simpler scenes quite in real time already. Of course it's a high-end card, but development continues. No real time engine will really come close to path tracing without also using a significant amount of path tracing. In addition, Unreal Engine also has a path tracer that you can use and as far as I know, the path tracer is mostly used for the final image in films or series. There it doesn't really matter whether the film renders in a hour or a few weeks mostly.
Eevee leaves weird dark blocks on my model after setting up a three point lights. I tried everything I can but cannot solve the issue. What might be causing the shadows to look dark like a part of the model was not lit? It looks fine in view port render but not in Render image. Scene lights and scene world was toggle on and off checking Render image each time but same issue.
Hmm very strange. I would have said that you haven‘t fully activated RayTracing but if it works in viewport but not render mode i couldn‘t say why. Blender 4.3 came out yesterday, i would try to update to this version, maybe it‘s just a bug and it solves your problem 🤔
@@vicubeanimationHere is link for a short tutorial I created with a before and after result. Let me know your feed back. ua-cam.com/video/VlxVwn6z5nY/v-deo.html I messed around with this node set up and found a solution that fix the issue and also made Eevee renders better than cylces.. When you go to the Shader and switch from Object to World and then using a Light Path node with the socket Is Transmission Ray connect to a background node which connects a World output node produces a render output better than cycles for some renders. Mess around with it and do a video based on it. Just three nodes is all it takes to make Eevee render better than Cycles. You also have to adjust the View Transform and contrast in Colour Management as well as having the Raytracing box checked in Render Properties. Be the judge for yourselves
It sounds interesting but i don‘t really understand what you mean. So you mean the lighting of the background is better with that, but it wouldn‘t affect other lights e.g. if i understand it right, or? 🤔
@@MyStudio-io3so Thanks for the video. But the problem is that it also wipes out the shadows, because it basically makes everything brighter at once and not partically. But it could help to tweak renders better in some cases i guess 🤔
Eevee is not like cycles where you get everything out of the box, you need to put some work in it and you can get amazing results.
1) You can get perfect mirror refelctions, all you need to do is go to add - light probe - plane and add a reflection plane, which, place on any flat surface will give you perfect reflection, even if the oposite wall is not seen on the screen
2) Same with GI, go add - Light probe - volume, make it the size of your room and it will calculate gi, even if you zoom in
I hope people read this and learn more before saying Eevee doesnt work. Good luck with exploring and learning :)
Yeah absolutely! Like i also said in the video you just have to be aware that you can‘t just take your Cycles scene and handle it like before. I‘m 100% sure you can get amazing results with Eevee Next but you have to do things different. Using light probes takes out a bit the advantages of the dynamic light/shadows in Eevee Next, but yes it can be very useful!
yes but what he means is its not like lumen or other realtime engines that doesnt need those extra steps. so it could be like cycles if they implemented other methods. this eevee working logic is more like old games with static baked lighting supported by screenspace, not a new technology. there are many new engines that give out of box like d5 render or UE5. D5 is inspired from lumen and then it made its own GI system that is mixture of 2-3 systems, blender could do it too instead of just aiming for pure raytracing,
@@Ericaandmac Yes i hope Blender will consider combining these systems together to get rid of the current main problems..
@vicubeanimation After baking, global illumination is not dynamic anymore.
As other comments stated before, It'd be great to have an interactive real time lighting system like Lummen, what we have so far is screen space global illumination and static probes. The limitations are there and need to be talked about.
this was possible even before and the Issues are stil there. it's importante we are aware of them.
Blender now has GPU accelerated compositor in 3d view. So now glare effect can be done via compositor both for cycles and eevee. The problem with SSR and SSGI can be solved using light probes, if it needed.
Yes true but the glare node is unfortunately not so customizable like the previous glare function. If you are working with light probes, then the benefit of the dynamic light/shadows is gone but yes it can definitely help!
I can never get light probe to look good no matter how much I try.
Ray tracing is not meant to be used everywhere everytime, that's why light probes were invented
It depends on the scene and how static or not static the things there are but i agree, light probes can help in some cases 👍
Without enabling RT u cant use AO and the picture looks like sht mostly
@vicubeanimation when I try light probes option in EVEE Next and add a light probe sphere or box, the reflected object is distorted and appears with black spots in it. Not sure what is wrong
Honestly Blender tried to solve "an issues" that I personally never has with Eevee to begin with while introducing a bunch of new issues (mainly a performance, Eevee next become noticeably heavier and PC can't handle Eevee anymore), that's why when it comes to Eevee I for now at least I am sticking to legacy Eevee in Blender 4.0
Yes true, i went also back to Blender 4.1 because in many cases it´s not usable for a smooth viewport anymore, that´s crazy..
Two things:
- Overscan feature can help reducing screen space reflections disappearing, and improve gi.
- Viewport pixel size set to x2 or higher can largely improve the performance of viewport, in my case from 18 to 70 fps even with ray-tracing set to fullest.
The most useful for my work is I can use HDRI as environment light for closed interior which have no glass windows which is impossible for Cycle render. Eevee next is bit of trade of between speed and quality. So far I have satisfied except one thing firefly illumination for high specular material. It is somewhat mitigated in current beta version than alpha version but still there. I hope Eevee Next will be more polished in next three or four coming versions.
Good point 🤔 But yes i think/hope, they can fix this issue soon..
You can make glass with Roughnes -> 0 Metallic -> 1.000 and Alpha -> 0.5 or some lower! Dithered: on! Then you can align a reflection plane on the glass object!
Yes that´s probably the best solution for plane surfaces but unfortunately doesn´t help on more complex and deformed glass.
Try a Light probe volume and bake it. The light quality is way better and still somewhat interactive. You will not be disappointed!
Yes it can definitely be useful but then it´s not dynamic anymore what this video is about.
@@vicubeanimation For sure, but it’s different in Eevee next and so fast to bake. You can also make it very high res.
This. It's insanely fast to bake and the improvement with Light Probes on scenes like the Barber Shop are massive. I don't think this ViCube's current comparison is valid without using EeveeNext to it's full power.
If you are back to needing to bake whats the point of even upgrading to eevee next. I dont see one.
@@azarelthecreator7098 Baking light volumes in 4.2 is lightning fast and easy. Use the tool and see great results...or whine. Your choice.
I always thought of Eevee as the engine that could allow more artistic freedom. I loved to do cel shading or just to mess around with the shader to rgb node and it's part of why I like eevee
Yeah true.. in some way you definitely have more artistic freedom but you also have to mess around more that it looks good.
Thanks for this. I was just having trouble with water shaders, and it turns out I needed raytraced transmission. Never would have guessed that was the setting I needed.
As far as reflections and offscreen lighting, it looks like you still have to use reflection planes and light probes to make them work well. I'm not experienced enough to say how different the effects are.
Happy it helped! Yes in many cases you won´t get rid of using reflection planes and light probes unfortunately..
@@vicubeanimation Also. While losing bloom isn't that big a deal since you can get the same effect in the compositor, I haven't found a setting for ambient occlusion in the new engine. Could be a problem in some use cases.
Hey Tim, das Video ist ja voll an mir vorbeigegangen.
700 likes und 170 Kommentare. OMG das ist so stark.
Hey danke dir :) Ja Eevee Next ist grad ein großes Ding bei Blender xd
blender videos auf deutsch sind nicht besonders erfolgreich?
@@MrDammed1 Die potentielle Reichweite ist halt leider viel geringer, deswegen mache ich das meiste auf Englisch
@@vicubeanimation würdest du sagen es gäbe ein potenzielles publikum für deutsche blender videos?
@@MrDammed1 Ich denke schon auf jeden Fall, aber eben nicht so viele wie für englische Videos. Andererseits ist in deutsch die Konkurrenz vielleicht auch nicht so hoch, da muss man immer abwiegen.
Eevee Next can look really impressive already, and there's surely more optimizations coming in future updates.
One flaw that has kept me from switching to the new LTS version, and that's not talked about much, are the somewhat broken Plane and Sphere Light Probes. Both are now unable to reflect reflection, refractions and specular highlights. Materials appear entirely diffuse. The devs are aware of the problem and plan to fix it in 4.3.
Yes totally! I didn´t played to much with the light probes till now because i was more interested about the real time possibilities, but good point you mentioned. Would be nice, if they fix it in 4.3.
Thanks for keeping it honest. Every other video I watched about 4.2 doesn't talk about this obviously glaring issue, they just praise it as the next greatest thing when anyone honest who load a file from 4.1 into 4.2 will see the issues with reflection and lighting. You earned a sub with the facts.
Thank you! Yes i was also wondering that nobody was really addressing the current problems. It´s important to speak things clear out so that the people aren´t all confused when they try it themselves..
Also I hate how the ambient occlusion is not controllable in the main settings anymore! that's a deal breaker for me!
The old ambient occlusion method is replaced with global illumination, so normally i would use this, but yeah it´s not perfect at the moment..
Oh dear
If you have real global illumination going on, ambient occlusion makes no sense. Ambien occlusion is just a visual effect that tries to replicate in a very simple way the occlusion that real global illumination generates. But it is just that, a visual effect,a trick, that tries to fool your eyes.
The new ray tracing in eevee does fantastic for animating scenes that use specular, diffuse and volume materials. Any reflective and transparent materials just cause an instant crash after a few frames.
Hmm ok strange 🤔
very informative! thank you.
Gladly!
I hope they fix the problems with reflective surfaces quickly. If there are many of them in the scene, then setting a reflective plane for each is very tedious. In addition, many objects have a curved surface
Yes i also really hope that they find a solution for this. Maybe with combining different techniques together like Unreal. As you said, you can´t just put reflection planes everywhere, it works for some things but it´s not an ideal solution..
Just Like Game Engines, Still a ton a lot faster than traditional renderer.
If you want speeds then you gotta cheats 🔥
btw in the 9:05 sorry to say that is not a good comparison. you can get a lot more with eevee you just gotta cheats some stuffs in
Yes like i also said in the video this was to demonstrate that you can´t handle Eevee scenes the same like Cycles. It´s not enough in many cases to just crank up the settings, you have to cheat also often. I made this video because many people said: "Why using Cycles now? Just switch to Eevee and it kindly looks the same!", but that´s not really the case. Nevertheless you can, and i´m sure many people will put out amazing renders with it!
EEVEE is a realtime system for editing scenes. When you are done, you render with Cycles to get the real output.
Eevee is also for final renders not only editing. It also doesn´t make really sense to optimize a scene so that it looks good in Eevee and then render it in Cycles. Either you should go with Cycles or Eevee and then optimize the materials, lights etc. for the engine.
good video and all but you forgot light probes 😞
light probes solves a lot of these problems and compleiment so well with new raytracing , check it out and you may have way better results
Yes as said this video is more about the real time possibilities of the new engine. Light probes can be great (like it was already with Eevee Legacy) but don‘t solve the problem if you want to have dynamic global illumination that interacts with the scene.
@@vicubeanimation well I thought that but you have to try it , it works with screen trace if a new object found and add it to the screen trace
I have a light leaking issue in eevee with raytracing enabled how can I fix it. Before you used to fix it by enabling contact shadows but this isn't possible obv.
Yes this is really annoying, i couldn‘t fix it either yet, hopefully it will be improved with the next updates :/
@@vicubeanimation Ty for the reply I was losing my head over this one . Now I can rest in peace.
No, it don't affect other lights. You can add your HDRI and Tri Lighting as normal and you still get your shadows. I discover that using the HDRI together with this node set up as well helps with some metallic material. So you will just add a mix shader. One line for the light path node set up and a Environment Texture node with another background node. Then both plug into the mix shader then the material output. A very simple node set up.
Five Minutes Blender have the set up. But he uses Is Camera Ray which did not sole the issue. When I plug into the Is Transmission Ray instead all the magic happened. It render better that Cycles and also fix the dark blotchy shadows I was getting on my model and I was using a good quality soda can from the Blender Kit ad on. Here is the link to Five Mins Blender ua-cam.com/video/8YtA9ve3GsY/v-deo.html
Here is link for a short tutorial I created with a before and after result. Let me know your feed back. ua-cam.com/video/VlxVwn6z5nY/v-deo.html
Hmm looks interesting!
The DeNoising can make reflections very blury
Yes it´s not perfect at the moment unfortunately, but this will be improved in the next versions hopefully..
The problem with objects not being in viewport doesn't affect render, only viewport previs
Not quite sure what you mean, this problem affects both, viewport and render
This was the perfect introduction to EEVEE Next. As others have stated, there are methods to make it look better such as light probes. Overall, great video!
Thanks! Yes light probes can help for more static scenes, this video was more about what the realtime ray tracing can handle without baking things out etc..
@@vicubeanimation Yep! I agree, this was a great demonstration of what it can do straight out of the box.
Aren't jittered shadows used only if you enable shadow jitter in each of individual lights?
Ah yes that could be 🤔
Ah yes that could be 🤔
yeah, guess im the only one on earth noticed eevee next have shadow shading angle imperfection compare to Old eevee, and nobody talk about it, it sucks
The max Roughness in Raytrace tab - You should make it 1 . 1 is the closet to the real. in the video it was always 0
If you set it to 1, then you also disable Fast GI Approximation? With a value of 1 the indirect light is completely gone in my test scenes.
EEVEE cannot beats Cycles at all. Even Lumen it is very good real time renderer but not thing is compartable to path tracing renderer not only cycles, but there is really very big problems in Blender Dev Team, because they always start a new things but always missing, look at geometry nodes, you will cry. we donot have even a inset faces node or bevel node, even the extrude faces node missing very inportant thing like Even thikness, they have to make the small basic math function befor diving deep in another domains. and when you say any thing to them, the answer is always ready : "this is a feature request!."
Yeah true.. But they give their best, the people just want so many different functions that it‘s hard to hold up..
@@Mounir_ALSAYED can you please tell me, individually, what is the best 3d software for each task, like modeling, sculpting, scripting, procedural etc., and then what is your favorit 3d software? best and favorite are sometimes 2 different things.
also for sculpting. i tried blender 4.2 for sculpting and shit is it laggy. im also nto a fan of modeling in blender. its cringe and lacks tons of features.
@@bestboy007 For modeling/sculpting probably 3ds Max, for procedural/scripting Houdini i would say. BUT these are very expensive and Blender can do everything already pretty good! If it lags very much on Blender then it will probably also do on 3ds Max. My favourite software is clearly Blender, i now work almost exclusively with it. Of course, every software has its problems, but the team is really behind and I generally just like Blender's philosophy.
my major issue is that the shadows are fuzzy and don't change the edge sharpness no matter what I do.
Yes i hope they will address this issue in the next version :/
@@vicubeanimation blender 4.2 has the same issue yet, and it crashes even on a 4090 and a ryzen 7 58x that can pull insane fluidity on VRay GPU
Eevee next optimization is insanely bad. I'd rather have a jittery viewport shadows than noisy shadows
Idk why no one talks about the bad thing about the new eevee 😢@@kingghidorah8106
So how do you fix the reflection issues
With the real-time ray tracing it´s not possible to fix this completely, but if your scenes are more static, then I would do it with light probes and reflection planes as others mentioned here.
Very very useful! TY!
Thanks ❤️
Hi guys my cycle render is ok in all resolution ,the evee rendering in normal hd is ok also , but when i try to render it in 4k in evee there is showing wired pattern black triangle shape texture all over , can you guys help me to figure it out
Hey, hmm strange i couldn´t say why from here. But i´m currently still working with Blender 4.1 mostly due to all the bugs in Blender 4.2. It seems like a bug, so chances are not bad that this is solved in Blender 4.3. Yould could try the beta of it already.
@@vicubeanimation yeah buddy unfortunately i also try 4.3 but it still the same , i hope evee could better than this , i mean now my cycle is faster than evee ha ha
the details in the roughness map is gone when I switched to evee next. For now I'm sticking with legacy evee.
Oh interesting 🤔 but yeah, some things don‘t seem to be fully developed yet unfortunately
Please make a video about eevee next and some entities like cubemap and light probe volume
At the moment i have other videos/projects planned but yeah i will I'll consider making an extra one for this topic too 🤔
The best pipeline for me for real time rendering - is modeling in blender and render in UE5. Lumen is way more accurate and real out of the box then eevee next
I'm amazed. It's actually slower than cycles. I fail to see the point.
In general it should be faster but yes sometimes it can get quite slow unfortunately :/
Great Video! Eevee Next is a big step forward, but with the speeds of the new GPUs with Cycles, I remain very perplexed about its use
Thanks! Yeah i agree mostly.. It depends a bit on the scene
Eevee is more like geared towards game engine mindset ...
like when you model in Blender and doesn't want yet to import on game engine ...
They should leave original eevee and not delete it
Yes i would also find it better to have that option, at least for a transition phase
this new eevee bs is downright rancid , it also seem to run slower , some of my old files straight up crash blender when appending or loading them in any way , I have to extract them piece by piece , the only way it won't crash , this is ridiculous
Oh ok interesting 🤔 But yeah it seems to be slower in general, even with deactivated raytracing what is not really understandable for me.. Probably because of the displacement support..
To use light probes to bake consistent GI was the old workflow. Since SSGI is so inept that it’s practically useless with moving cameras, what’s the damn use?
Yes correct, that‘s what i‘m critizising.. But it‘s not always so inconsistent. Especially for the outside with hdris it works better. But yes, it‘s a probelm..
I feel like this eevee update was honestly a big waste of time. The ray tracing and gi are useless in animation so its still crippled to being only good for things like product shots.
@@azarelthecreator7098 I wholeheartedly agree!! It's a waste of resources and time while Cycles itself is missing a production-viable shadow and SSS pass... Very sad... :( SSGI being only viable for a limited number of scenarios is nothing but a big hype...
I think evee next is good for people who don't have a ton of money to spend on a new GPU or new tower.
It's only the beginning of EEVEE NEXT, Blender is in constant development so it's futile to point negative aspects of this new engine.
Why should it be pointless to address current problems when the engine will be used now and not sometime later.. I don't think that the basic functionality of Eevee Next will change that quickly. I´m pretty sure, they will go with Screen Space Ray Tracing for a while now because they have just implemented it.
Useful..❤
Thanks!
Honestly, I'd rather stick with old eevee than newer one until it gets to an acceptable level. Which currently I don't find so.
I am very new to blender. Started just recently learning 4.1 and experimented with 4.2 beta eevee. Beside bloom missing, what is there that eevee 1 can do for you that 2 can not? Just don't switch on raytracing if you do not like it. Or is there more that I missed that eevee1 did?
Mostly that it´s a bit slower in most cases even with deactivated Ray Tracing (and a bit more noise problems e.g.)
great information
Thanks!
The new EEVEE raytracing is slowing the shit out of my computer!!
Yes it can get quite slow.. But the speed will be improved the next updates i hope
@@vicubeanimation UNtil the next update I'm uninstalling 4.2!!
why can't they make ray tracing properly real time like UE5?
why not create RAY TRACING RADIUS system? or RTR
in that specific radius, raytracing works. outside the radius its just rastorization.
it just makes more sense! rendering is still faster, and you aren't limited by what the camera sees!
they honestly should try and implement raytracing like this instead.
Yes this is something i also really hope they will implement later. That would help a lot probably..
@@vicubeanimation most definitely!
Eevee has never been expected to be a replacement for Cycles. I am not sure why people keep using that terminology. Eevee is a complementary renderer that was meant to replace Blender's original internal renderer.
Yes true.. Nearly every video i saw before was like: This is the cycles killer. But we have to look at it as what it is. And for that it‘s pretty great and made some big advantages, but a real Path Tracer is still another thing.
true. it's anoying. the render is also took longer even without shadow and ray tracing. idk why
Yes that´s also something i don´t really understand 🤔 Maybe due to the support of shader displacements among other things..
I've been waiting so long for eevee next but as of now it is just disappointing, renders take up times that are compareable with cycles and there are a lot of bugs in the final render.
Yes quite strange, on some scene it took me also longer to render it on Eevee than in Cycles..
They should keep old Eevee available as well. I like the screen space reflection and bloom workflow, and it's not so hard on my older PC :D
Yeah I would have found have better if we could still have both, at least for a while :/
RTX 4090 goddamn
Haven't played with it for about a week it's rather a disappointing update. For instance setting up objects as an emitter produces images that are so noisy that it makes cycles look absolutely clean by comparison.
Yes that‘s a big problem at the moment. Also in general playing animations in the viewport is often times also so noisy..
@@vicubeanimation I have some animations where I have a Mixamo figure animated walk cycle and it plays in realtime in Cycles, but about 1-2 FPS in EEVEE. Cycles is the clear winner on my hardware.
8:38 - WHY THEY REMOVED BLOOM? Glare is worse and you can check how it looks like only after render. You cant fly around the scene and watch how your bloom looks like. Awful
They just moved it to the compositor into the "Glare node". If you want to see it in viewport in real time, just activate the compositor in the viewport shading tab.
They have clarified that the move is because bloom is a post processeing effect, which belongs in the compositor. I fully support this, people just need to get used to it. What i don't fully support however is that they made this change before having a full replacement ready. You can achieve the same or similar results with the compositor, but not without messing around with nodes.
I read in a forum that they've aknowledged peoples frustration, but will not be able to get something proper ready before the 4.2 release. Instead i think they created a node group that serves as a replacement for now, which should have most options you would need for bloom. Expect something better in the next patch/release
@@christopher- But i don't need bloom in the comositor, i want to see bloom in my 3d view (viewport). Bloom node group can't replace realtime bloom on your screen...
@@lynrayy Like Gabriel said, you can get it live, in the viewport, by activating the real-time compositor. This has been a feature for a while now.
@@christopher- oh sounds awesome
it's noisy even without raytracing is completely off. same scene takes 20 percent more time to render. and they didn't give a single way to us to keep on using the old eevee if we wanted to. what a joke
yes I wish old eevee was also a option in experimental settings. Thats how most softwares do. They keep legacy things until new one is as fast as old one. Thats only good way of commercial softwares, they dont easily remove old things in one new release.
Yes i would also have found it better to still have that option..
4.2 crashes randomly all the time for me, even though the models look worse and the stuff I render was more simple than stuff I rendered before, yeah I reverted back to 4.1
Yes it seems not so stable at the current version. Deactivating the Ray Tracing can help if you don´t need it :/
Can you enlarge the camera view area to cheat the screen space raytrace? That way more area will be take into account.
Not without having also more of the sceme in frame as far as i know. It will always only calculate what is in the final frame 🤔
Bro calm down, it just came out yesterday. (Officially ofcourse)
Yeah totally, but speaking about current limitations is important though so that people aren´t confused with these things :)
For me Eevee Next is even worse than regular Eevee, which was already bad because I use a good handful of nodes to make procesural surfaces and Eevee (both versions) actually runs WORSE than Cycles across the board when using procedural surfaces. And Eevee Next is so bad with procedural materials I cant even navigate the viewport with it on. Meanwhile Cycles is fast and responsive and photorealistic.
Yes i agree, i also got big performance improvements especially on procedural material which is very frustrating at the moment..
its same problem with unreal
Yes and no. Unreal´s Cone Tracing approach can process ray tracing rays somewhat more precisely and extensively. You can also enable path tracing support separately for some effects. But yes, in general all real time render engines have similar problems..
@@vicubeanimation yes, I think no because unreal is more seamless, they dont have screenspace issues as much as this, and u dont need reflection probes etc. Unreal dont have these problems anymore, if u build a scene with unreal lumen from scratch, u rarely see any big issues. These problems we see in eevee next was unreal engine 4's problems in 2018, we are following from behind by repeating same old techs instead of just skipping the wrong phases. They always had these improvement
1. lets have screenspace reflection+refraction + probes+ bake light, its realtime
(EEVEE 1.0)
2. lets try screenspace gi maybe it helps, ohh no it create more issues than benefit
(EEVEE2.0)
3.lets try full raytracing - ohh its good , now its accurate but less realtime and noisy
3.5 lets try also rtx gi, oh noo it is too noisyy to use a full raytraced gi, gi is not as usable as raytraced shadows, reflections etc. (EU4.22 , Initial D5 Render GI)
4. lets find a new method that use raytracing smartly, lets simplify it but make less noisy but less accurate, surfel gi, sign distance field gi, voxel gi - ohh noo they have light leaking too much (GODOT, Uniqine etc.)
5. okay lets find better gi method, lets mix screenspage raytracing with cone tracing and distance field meshes etc. so we can have accuracy in camera while other areas also has smooth transition and lights outside camera can affect gi.
( UE5 lumen, New D5 Render GI )
So, we will probably wait minimum 3 years for each phase to get into unreal quality, maybe eevee 5.0 will finally be lumen.
@@Ericaandmac Haha love the summary 😅 But hopefully it won´t take that long and won´t take so much steps in between. But yeah, i was also a little disappointed because at first I thought that Eevee Next would be a little closer to Lumen in terms of functions..
@@vicubeanimation Haha thank youu :)) and Yes sorry for pessimistic factual summary, I hope it wont be like that :(
For example, at least they could make surfels realtime, they implemented surfel baking but they didnt implement dynamic surfel gi, it would be good combination to use dynamic surfel GI for out of screenspace areas while screenspace is used for camera areas. but they didnt :( in youtube there are many dynamic nonscreenspace GI papers implementation like voxels, surfels and many more and blender could implement all of them so we could choose which one to use in different cases at least :( it doesnt have to be lumen. cycles x was a big leap to remove the gap between other offline renderers, they implemented many new papers, but eevee next is not a leap like that, they didnt impelement those various papers about GI :( we dont even have parallax displacement :( or we dont have screenspace edge softnening. only thing eevee made me proud is that hdri shadows, thats quite new thing and rare to find.
@@Ericaandmac Yes true.. But at least it´s on the right way and they made a first step. The support of realtime shader displacements is also very nice and was so important, because it was really a horror that you couldn´t see the deformations in the viewport before..
I don't see any problem in EEVEE NEXT is still better than older EEVEE and it never be like cycles
Absolutely, Eevee Next is a big step forward like i also said in the video, but addressing current limitations is important though
Its not so much better, many people find it slower and more artifacted and noisier than before. Some still prefer SSGI build
@@Ericaandmac I was hyped but atm it realy sucks imo. I will invest time learning it more hopening i am wrong.
blender 4.2 e mais lento pra renderizar o eevee
Yes even with deactivated Ray Tracing it seems slower..
then that's not the problem, that's how game engines render and it was made it that way so it can render in realtime and have similar results so people can texture 3D assets more accurately for game. You are the problem who is using game renders for your final product.
That's right, he is blaming the engine when he doesn't know how to use it fully
Many people will use Eevee Next also for final renders/animations so we have to speak about the current limitations. This doesn´t mean that the progress in Eevee Next isn´t great..
unreal engine can achieve better results in less time
As someone else already said, many people use eevee for final products achieving amazing and professional results. It’s annoying to export an entire scene or VFX to UE even if it can give you better result (adjust textures, light, open a very weight software just for an animation…). The future is real-time, and while Cycles is still wonderful and any true ray tracing will be replaced by real-time Engine, it’s incredibly important they continue to improve eevee as another final render option, not just as complementar engine . I could tell you several movies that used UE (a game engine after all) for VFX.
@@AtrusDesign Game engines are only an intermediate step until real path tracing is fast enough for real-time. Modern graphics cards have specially built-in ray tracing cores that are there for exactly that and this will certainly improve significantly in the next few years. Nowadays, with an rtx4090 you can work with simpler scenes quite in real time already. Of course it's a high-end card, but development continues. No real time engine will really come close to path tracing without also using a significant amount of path tracing. In addition, Unreal Engine also has a path tracer that you can use and as far as I know, the path tracer is mostly used for the final image in films or series. There it doesn't really matter whether the film renders in a hour or a few weeks mostly.
Eevee leaves weird dark blocks on my model after setting up a three point lights. I tried everything I can but cannot solve the issue. What might be causing the shadows to look dark like a part of the model was not lit? It looks fine in view port render but not in Render image. Scene lights and scene world was toggle on and off checking Render image each time but same issue.
Hmm very strange. I would have said that you haven‘t fully activated RayTracing but if it works in viewport but not render mode i couldn‘t say why. Blender 4.3 came out yesterday, i would try to update to this version, maybe it‘s just a bug and it solves your problem 🤔
@@vicubeanimationHere is link for a short tutorial I created with a before and after result. Let me know your feed back. ua-cam.com/video/VlxVwn6z5nY/v-deo.html I messed around with this node set up and found a solution that fix the issue and also made Eevee renders better than cylces.. When you go to the Shader and switch from Object to World and then using a Light Path node with the socket Is Transmission Ray connect to a background node which connects a World output node produces a render output better than cycles for some renders. Mess around with it and do a video based on it. Just three nodes is all it takes to make Eevee render better than Cycles. You also have to adjust the View Transform and contrast in Colour Management as well as having the Raytracing box checked in Render Properties. Be the judge for yourselves
It sounds interesting but i don‘t really understand what you mean. So you mean the lighting of the background is better with that, but it wouldn‘t affect other lights e.g. if i understand it right, or? 🤔
@@vicubeanimation ua-cam.com/video/VlxVwn6z5nY/v-deo.html
@@MyStudio-io3so Thanks for the video. But the problem is that it also wipes out the shadows, because it basically makes everything brighter at once and not partically. But it could help to tweak renders better in some cases i guess 🤔