gotta love how for every good thing they add, they make up for it by making things I really liked obtuse and asinine. in here, it's adding a node, messing around with its settings, and pressing a button to activate constant compositing. in literally the previous version, you press a button and it's there. we're evolving backwards, folks-
For how much I'll miss the easy access to Bloom in old-school Eevee, I love that it seems now accessible even in the much more realistic Cycles engine thanks to its integration in the compositor.
Old bloom was easier and prettier than the new. But maybe you just didn't manage to match the settings for the new one. Maybe it would look more similar if the threshold should be a bit lower?
This scene doesn't do justice to Eevee Next. It actually looks much better in the legacy Eevee, probably due to the choice of HDRI. Anyway, very informative video, as always!
If by gold you mean metalic gold, then in render settings go to Raycasting settings and slowly increase max roughness slider untill you reach roughness point of your metal, that setting shouldn't bee set too high because it's computationally expensive I keep it in startup at 0,25 but I'd said that somehere between 0,2-0,35 is sweet spot. Denoising also kind of still blurs metal reflections a little but theres not much that can be done with that. Also make sure you comparing Filmic with Filmic and AGX with AGX.
@@sk.mahdeemahbubsamy2857 I gues it's kind of disputable what do you want to choose, for scenes without metal with rough materials best to keep at 0 for performance, for small scenes with one metal you can crank it up, but when you have bigger scene with plenty different materials then this slider can really optimize your render times, and I think it's set at 0 default exactly so you need to learn what it does, and when to use it and be aware of the trade of which it provides. You can always change it in your startup file as I'd encourage to do. In some rare cases, I think you can also off denoising throw lot of DOF and for a twixter post noise shouldn't be too visible I gues.
Because the default settings of Eevee Next are configured to operate on lower performance, the raytracing resolution default is not set to 1px, and the pixel size in the viewport may not be 1px as it is automatically adjusted like in Cycles. Additionally, the temporal accumulation option of the denoise feature smooths out the image, making it blurry. The combination of these three options results in a terrible image quality. (The max roughness option doesn't significantly contribute to this blurriness.)
The glare node will have both the old fog glow and a new bloom option. But I think the old bloom was able to utilize data from the 3d scene and Eevee engine that won't be available to bloom in the compositor.
Did you know that Cycles & Eevee are already addons? If you go into your addons and disables Cycles, it will remove Cycles from Blender? So it's already like that!
@@hoaxygen I had the same idea.. I can do this in post.. but still, 1 click on bloom is much better - but now this can also be done for cycles, it does add so much more to light
sadge. i've seen some comps between EEVEE (legacy) and NEXT, and the lack of viewport Bloom almost breaks it for me. My hobby primarily is NPR - I wonder if this side-grade to NEXT is an answer to faster Cycles-like viewport renders/previews for realism? May end up just sitting this one out entirely...
@@BlenderSecrets i did notice that - i'm tepidly optimistic, but going through the compositor for bloom is a bit of a turn off. the gpu rendering for compositing might end up proving useful in that regard; although i'm waiting until the stable version releases in a week or so, what i've seen of it's bloom may end up being hit or miss with me. we'll see ¯\_(ツ)_/¯
Looking at those settings in the "Bloom" mode on the Glare node makes me believe it's based on the same code as the rest of that ancient node, and most likely has the same problems too, like being window resolution dependent which is pretty annoying to use. Eevee settings bloom was relative, meaning the effect looked the same on 1080p as on 4K - the Glare node doesn't behave this way, it seems to be bound to pixels. I think, now that the compositor is faster and viewport ready, it's time for serious compositor post fx nodes improvements in Blender.
Eevee was the fast NPR engine and Cycles was the slow photorealism engine. They complimented each other. Now Eevee is just Cycles' dumb little brother.
hey boss, do you have the test scene for this because at 0:50 im really surprised how BAD eevee next looks and i didnt notice the difference so clearly when i was playing around with it
i'm more just repeating what others said (and its no fault of the video creator - this is a helpful psa), but: -the bloom even on default settings doesn't look as good as before -i'd be more ok with it moving to the compositor if we weren't losing all the settings we previously had to dial in the look -might not have been the focus of the video, but my god the metal in eevee next looks bad here. i'm sure eevee next will get better with time, but i'm a bit hesitant to even bother with 4.2 in its current state.
This single node is NOT equivalent to the inbuilt bloom. If you want to create the old bloom you need a it more of a complex node setup which will be added by the developers.
I don't get it. Bloom was just a one click solution. Why are the devs turning one click solutions into multiple steps in Blender. Like with the whole Modifier change; just click on "Add Modifier", look around and boom theirs your mod. Now you have to think about where you think the mod will be, hunt around for it and then apply. Next thing you know, someone has to write up a addon to reinstate the Bloom option back to the way it was or quick favorite it. The workflow/UI for Blender is not being optimize to perform better; quite the reverse.
With geometry noods the amounts of modifiers will grow exponentially. Some of the UA-camrs I watch have over a hundred modifiers in that list. Type to search is the best solution for so many options.
I feel like eevee next is a downgrade some say npr is broken and also there is a major lack of performance imao. If people want to go for realism why not use SSGI built instead
Shaders take longer to compile. There may be other performance impact as well. Ssgi has been added to eevee next. There is a plan to officially address and improve upon stylized rendering in general, both for eevee and cycles. Basically data and nodes from The eevee or cycles shader can then be plugged into post-process stylized shaders. Think a dozen different shader to rgb nodes.
Surely Blender devs must know by now that Blender nerds only accept these changes if they’re better in EVERY measurable way… 😂 Why remove bloom at all? Why are the reflections noticeably worse? There doesn’t seem to be any environmental reflections or self-reflection?
including bloom in renders is a dumb idea to begin with. you shouldn't add effects in production pipeline. it is called post process/production in the industry for a reason.
gotta love how for every good thing they add, they make up for it by making things I really liked obtuse and asinine.
in here, it's adding a node, messing around with its settings, and pressing a button to activate constant compositing.
in literally the previous version, you press a button and it's there.
we're evolving backwards, folks-
For how much I'll miss the easy access to Bloom in old-school Eevee, I love that it seems now accessible even in the much more realistic Cycles engine thanks to its integration in the compositor.
Thats not new
Old bloom was easier and prettier than the new. But maybe you just didn't manage to match the settings for the new one. Maybe it would look more similar if the threshold should be a bit lower?
It was prettier in the old one in my opinion. But yes, definitely worth experimenting with the settings.
@@BlenderSecrets TRUTH... new bloom is inferior, both in effect and ease of use IMO
This scene doesn't do justice to Eevee Next. It actually looks much better in the legacy Eevee, probably due to the choice of HDRI. Anyway, very informative video, as always!
totally agree with you
Why does the gold look muddy in eevee next?.
It looks quiet ugly for some reason
Is there something wrong with the reflection?
So far reflections don't look that good to me in my experiments in Eevee Next, but maybe it will still improve.
If by gold you mean metalic gold, then in render settings go to Raycasting settings and slowly increase max roughness slider untill you reach roughness point of your metal, that setting shouldn't bee set too high because it's computationally expensive I keep it in startup at 0,25 but I'd said that somehere between 0,2-0,35 is sweet spot. Denoising also kind of still blurs metal reflections a little but theres not much that can be done with that. Also make sure you comparing Filmic with Filmic and AGX with AGX.
@@genesis2303 Thanks👌
Wish it worked out of the box without going into the settings
@@sk.mahdeemahbubsamy2857 I gues it's kind of disputable what do you want to choose, for scenes without metal with rough materials best to keep at 0 for performance, for small scenes with one metal you can crank it up, but when you have bigger scene with plenty different materials then this slider can really optimize your render times, and I think it's set at 0 default exactly so you need to learn what it does, and when to use it and be aware of the trade of which it provides. You can always change it in your startup file as I'd encourage to do. In some rare cases, I think you can also off denoising throw lot of DOF and for a twixter post noise shouldn't be too visible I gues.
Because the default settings of Eevee Next are configured to operate on lower performance, the raytracing resolution default is not set to 1px, and the pixel size in the viewport may not be 1px as it is automatically adjusted like in Cycles. Additionally, the temporal accumulation option of the denoise feature smooths out the image, making it blurry. The combination of these three options results in a terrible image quality. (The max roughness option doesn't significantly contribute to this blurriness.)
The old eevee bloom looks way better imo.
It did looked better, but it was a bad implementation, let's just hope the compositor one gets an upgrade
Back in myyyyy days we didn't have eevee bloom 😂
I mean you're kinda right but it's the same bloom as for cycles now
They'll bring back the old bloom method on the glare node
The glare node will have both the old fog glow and a new bloom option. But I think the old bloom was able to utilize data from the 3d scene and Eevee engine that won't be available to bloom in the compositor.
there bring it back? @@Villager_U
Cue someone developing an add-on that brings back old Eevee for traditionalists.. 😂
With the way some folks rerspond to change, I wouldn't be surprised.
Did you know that Cycles & Eevee are already addons?
If you go into your addons and disables Cycles, it will remove Cycles from Blender?
So it's already like that!
@@hoaxygen I had the same idea.. I can do this in post.. but still, 1 click on bloom is much better - but now this can also be done for cycles, it does add so much more to light
I'm new to Blender.
Thanks to you I was able to set it up successfully.
Thank you.
We are looking forward to the new eevee
Looking forward to trying out EEVEE Next on my Mac, once they get it working 🙂
Thank you Jan! Always bailing us Blender users out of the hot water!
Your a Scientist of Light, thanks men.
sadge. i've seen some comps between EEVEE (legacy) and NEXT, and the lack of viewport Bloom almost breaks it for me. My hobby primarily is NPR - I wonder if this side-grade to NEXT is an answer to faster Cycles-like viewport renders/previews for realism?
May end up just sitting this one out entirely...
You can have viewport bloom by enabling the realtime compositing. It's in the video :-)
@@BlenderSecrets i did notice that - i'm tepidly optimistic, but going through the compositor for bloom is a bit of a turn off. the gpu rendering for compositing might end up proving useful in that regard; although i'm waiting until the stable version releases in a week or so, what i've seen of it's bloom may end up being hit or miss with me. we'll see
¯\_(ツ)_/¯
@@BlenderSecretsrealtime compositing always crashes on me since the conception.
Looking at those settings in the "Bloom" mode on the Glare node makes me believe it's based on the same code as the rest of that ancient node, and most likely has the same problems too, like being window resolution dependent which is pretty annoying to use.
Eevee settings bloom was relative, meaning the effect looked the same on 1080p as on 4K - the Glare node doesn't behave this way, it seems to be bound to pixels.
I think, now that the compositor is faster and viewport ready, it's time for serious compositor post fx nodes improvements in Blender.
Wait until you try 4.2, with bloom leak on a transparent window glass...
shadows from HDR?! omg finally, all my hacky ways go out of the window. I hope it's not going to break all my old scenes though.
To me it just looks like a sun light
new eevee looks soo fucking good compared to old one
NOOOOOOOOOOOOO MY BLOOOOOM
eeveee have a distance in light properties. but cycle don't. can you do a tutorial how to do that in cycle. thank you
thanks, what about export bloom + alpha?? i need export the transparent background
Eevee was the fast NPR engine and Cycles was the slow photorealism engine. They complimented each other. Now Eevee is just Cycles' dumb little brother.
old boom cast noticeable light and shadows on the metal part clearly and it look better
EEVEE Next version shows more contrast on the wall and looks different than the other two examples.
hey boss, do you have the test scene for this because at 0:50 im really surprised how BAD eevee next looks and i didnt notice the difference so clearly when i was playing around with it
Is Compositor's New Bloom Also Working For Cycles ? or not like previous versions ?
Amazing man
i'm more just repeating what others said (and its no fault of the video creator - this is a helpful psa), but:
-the bloom even on default settings doesn't look as good as before
-i'd be more ok with it moving to the compositor if we weren't losing all the settings we previously had to dial in the look
-might not have been the focus of the video, but my god the metal in eevee next looks bad here.
i'm sure eevee next will get better with time, but i'm a bit hesitant to even bother with 4.2 in its current state.
i hope layers are coming because its a total PITA
This single node is NOT equivalent to the inbuilt bloom. If you want to create the old bloom you need a it more of a complex node setup which will be added by the developers.
what if i cant find the "glare" option? its just not there...
It is there. Don't use Find option. For some reason it doesn't show it that way. Check under Filter dropdown inside Add
@yamiplays428 yeah well the whole filter option was missing. idk why, that's why I used find but then it didn't help either
Yeah, the reflections look a bit duff in the Eevee next version, to be honest. Ah, well they have to give us something to complain about I guess 😂
I don't get it. Bloom was just a one click solution. Why are the devs turning one click solutions into multiple steps in Blender. Like with the whole Modifier change; just click on "Add Modifier", look around and boom theirs your mod. Now you have to think about where you think the mod will be, hunt around for it and then apply. Next thing you know, someone has to write up a addon to reinstate the Bloom option back to the way it was or quick favorite it. The workflow/UI for Blender is not being optimize to perform better; quite the reverse.
With geometry noods the amounts of modifiers will grow exponentially. Some of the UA-camrs I watch have over a hundred modifiers in that list. Type to search is the best solution for so many options.
Add thanks to that type to search has been added everywhere that has an add menu
I’m guessing you’re a cycles fan or fan of old Eevee cos you didn’t even try to make Eevee 4.2 look good 😂
I tried my best. The reflections seem to be a challenge.
@@BlenderSecrets 😀 no worries
I feel like eevee next is a downgrade some say npr is broken and also there is a major lack of performance imao. If people want to go for realism why not use SSGI built instead
Shaders take longer to compile. There may be other performance impact as well. Ssgi has been added to eevee next. There is a plan to officially address and improve upon stylized rendering in general, both for eevee and cycles. Basically data and nodes from The eevee or cycles shader can then be plugged into post-process stylized shaders. Think a dozen different shader to rgb nodes.
NPR was the main reason most people used Eevee. "They'll fix it in a few years" is simply not acceptable.
"but instead u can use compositor... slow AF"
eevee next looks worse in the comparison. Why is that
Eevee next is a disaster😂
Surely Blender devs must know by now that Blender nerds only accept these changes if they’re better in EVERY measurable way… 😂 Why remove bloom at all? Why are the reflections noticeably worse? There doesn’t seem to be any environmental reflections or self-reflection?
including bloom in renders is a dumb idea to begin with. you shouldn't add effects in production pipeline. it is called post process/production in the industry for a reason.
very narrow mindset for creative work. not everyone works in the same industry restrictions
Thank goodness there are prohibitively expensive packages for people with your mindset
That's why you could have turned it off... Now there is no choice at all.
well, yo mom is a dumb idea. you're mixing up cause and effect