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Looking really good! Eevee is starting to look more like an alternative to Cycles. Just a tip about that bump map, change the Texture interpolation from Linear to Cubic and it will look much more natural :)
Answer: I created a new schematic BSDF instead of the old, then it was fixed. I don't know what the reason was. The new/old schematic BSDF had all the same parameters. It was a 4.2 bug. Why didn't the lighting affect the OBJ model? Answer: I created a new schematic BSDF to replace the old one, and then solved it. I don't know why. The new/old schematic BSDF has all the same parameters, this should be a 4.2 bug
Hello, in Eevee Next, for what you have shown in 4:28, checking Backface Culling for the Camera and Shadow successfully allows the light behind the false white plane to shine through. That's great. Unfortunately, if you turn up the emissive strength of the false white plane bright enough, you will see that it is still contributing to the overall GI in Eevee. Is there a way to stop that false white plane from contributing to the overall GI calculation in Eevee Next such that it serves as nothing more than a visible white plane? Thanks.
Late reply, but you might be able to use the light ray node in the shader editor. Pick the "is camera ray" output from that node, and use it as the factor in a mix shader node (which could have emissive on what's visible to the camera, maybe transparent for everything else/light rays).
Hey! any solution to my issue? while putting the first spot light on the model it just doesnt get light up, like the spot never shows light on the model or anything, it just keeps the original colour without any lights or something
this is so big because of the performance hit I get because of cycles not liking AMD graphics cards. The extra VRAM for a lower price is nice and it helps to prevent crashes, but the speed is 2 generations behind what NVIDIA offers.
Dude, this is awesome! It's refreshing to see someone using Eevee to its full potential! I have tons of problems with Eevee, I'm actually on the brink of giving up rendering on Blender to render on UE5.. I just can't make it work and I'm going crazy haha
Nice tutorial and very good scene, even if there is no way a structure like this can be a Templar tomb. 😊 a serious question, what about the fact objects stop to give indirect light to the scene when the they are out of view? Did you have to handle this problem? Some tips? Thanks again.
Keen observation, I like it! So for the loss of indirect lighting, you can use light probes to bake the lighting in. This can become challenging if the light source moves in the scene (hence indirect lighting changes every frame) and will need to be baked for every frame using some kind of script.
For now eevee can’t replace cycles. It still has a lot of technical limitations. Unreal can’t too for same reasons, even if it’s more powerful, but for a lot of cases eevee can work perfectly for sure, according to the scene!!
Amazing tutorial, Thank you. I am facing problem the model used is have light without any light source and even when i disconnect the emission from the texture, It dose not interact with any light i added to the scene
Amazing Render. ... the image quality is amazing but why does the environment look like an eraly modern industrial ruin? i see eroded concrete. the pillars are clearly neither natural stone nor brickwork. same as the moleded concrete looking stairs. and there even a metal handrail, made from large standardized pipe segments. If you were to toss a medieval helmet and an broken vintage radio into the rubble, the only thing looking out of place would be die medieval helmet.
Still not convinced I'd choose Eevee over Cycles. Use to on my old PC because it was so slow at Cycles! This scene looks good, but there are a few thins I'd point out. DoF is too harsh. The mesh is also not great. But, that doesn't detract from the main point here, Eevee is looking incredible.
The prospects are great. Whats good is that this is a complete re-write of EEVEE and sets the foundations for future dev, that may even bring it to the level of Lumen.
bro the scene its fking nice, how you execute the lighting its also mastercheff but why the fuck you added this metalic handrail to the stairs?? on 1100 AD there was not such fking rails in the stairs it is looking totally modern and destroying the sceneeee!!! man i am so mad bro. sorry, just kidding, really good work congratz.
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hamzameo.substack.com/about
I have never used EEVEE before. Thanks for this superb tutorial. I will try it out in the morning.
I appreciate the master class in lighting but I was hoping for instructions on optimizing render settings in EEVEE.
Looking really good! Eevee is starting to look more like an alternative to Cycles.
Just a tip about that bump map, change the Texture interpolation from Linear to Cubic and it will look much more natural :)
Ooo! Will try this with the next scene.
I do this all the time with bump maps, Smart interpolation also works!
A specific tutorial or alternatively a video summarizing the various modeling and texturing phases of this scene would be fantastic.
VERY NICELY DONE
Amazing work! Loved it! A big ciao from Italy and long life to Blender :)
would love to see a tutorial about product visualization and lighting in blender eevee next
Thanks you so much for this quality video
Answer: I created a new schematic BSDF instead of the old, then it was fixed. I don't know what the reason was. The new/old schematic BSDF had all the same parameters. It was a 4.2 bug. Why didn't the lighting affect the OBJ model? Answer: I created a new schematic BSDF to replace the old one, and then solved it. I don't know why. The new/old schematic BSDF has all the same parameters, this should be a 4.2 bug
Can someone explain what this means? 🤨
@@hamzameo Not sure what 'schematic' BSDF means. Maybe their post is not originally in english and it is a translation error from 'principled BSDF'.
@@hamzameo Oh, sorry, it's 'principled BSDF', not "schematic BSDF"
great!!! thanx bro! i fix it!
@@SKENJA-u2k U THE GOAT
Eevee Next looks sick!
Great Stuff. A Lot of work for me (Beginner)
I swear eevee next gonna be the next big thing
Hello, in Eevee Next, for what you have shown in 4:28, checking Backface Culling for the Camera and Shadow successfully allows the light behind the false white plane to shine through.
That's great.
Unfortunately, if you turn up the emissive strength of the false white plane bright enough, you will see that it is still contributing to the overall GI in Eevee.
Is there a way to stop that false white plane from contributing to the overall GI calculation in Eevee Next such that it serves as nothing more than a visible white plane?
Thanks.
Late reply, but you might be able to use the light ray node in the shader editor. Pick the "is camera ray" output from that node, and use it as the factor in a mix shader node (which could have emissive on what's visible to the camera, maybe transparent for everything else/light rays).
@@ProjectHelisexuality Yeah, I don't know how to do any of that without visuals, but thanks anyway 😇
Hey! any solution to my issue? while putting the first spot light on the model it just doesnt get light up, like the spot never shows light on the model or anything, it just keeps the original colour without any lights or something
Keep it going i am almost there 🤤
What an incredible work. Awesome. May I know your pc full spec please? Thank you.
Nothing high end. Its a machine with 1660Ti, 16 Gigs of RAM, 9th Gen i7 processor and an M.2 SSD for running apps.
Is light probes now useless in evee next?
this is so big because of the performance hit I get because of cycles not liking AMD graphics cards. The extra VRAM for a lower price is nice and it helps to prevent crashes, but the speed is 2 generations behind what NVIDIA offers.
I am noticing shimmering around the stares and the edges of the pillars. Is it aliasing? Where has anti-aliasing gone in 4.2?
when I add this object to the scene it doesn't get affected by the light that I added
Looking amazing! How fast is the render time?
6 sec/f 🙃
BRING BACK BLOOM! abd i shall give it a try :P
It would be great if you would share how much time did the renders take with finished scene?
My other Eevee next video: The Wooden Shed scene, has just the information on popular request 😄
Dude, this is awesome! It's refreshing to see someone using Eevee to its full potential!
I have tons of problems with Eevee, I'm actually on the brink of giving up rendering on Blender to render on UE5.. I just can't make it work and I'm going crazy haha
Thanks! What are the most significant problems you are having with Eevee?
@@hamzameo Lighting.. I just can't make it look natural like yours, so I always end up going back to cycles..
You gotta give it that hawk tuah 😄
您好,想請教一個問題,我依照影片的步驟操作,在調整燈光亮度數值時,亮度瓦數常常會調整到好幾MW以上才會看的到,為甚麼沒有辦法像影片一樣,調整幾千瓦就可以看的見呢?
Nice tutorial and very good scene, even if there is no way a structure like this can be a Templar tomb. 😊 a serious question, what about the fact objects stop to give indirect light to the scene when the they are out of view? Did you have to handle this problem? Some tips? Thanks again.
Keen observation, I like it!
So for the loss of indirect lighting, you can use light probes to bake the lighting in. This can become challenging if the light source moves in the scene (hence indirect lighting changes every frame) and will need to be baked for every frame using some kind of script.
great gob bro
Whats the starting song?
please tell me the background music name ......
10x for the video!! :)
So the new cycles is looking INSANE!!!!!
Spoiler Alert: This is EEVEE 😅
For now eevee can’t replace cycles. It still has a lot of technical limitations. Unreal can’t too for same reasons, even if it’s more powerful, but for a lot of cases eevee can work perfectly for sure, according to the scene!!
Thanks Man...... Can You Make A Video On Ocean Horror ?
Especially Based On Colossal Creatures ?
Oooo interesting! Can you elaborate the concept a bit?
Looks great!! How’s the performance compared to last gen Eevee please? In viewport I mean, is this closer to ‘real time’? Like UE 5 for example ?
Thanks! I’ll do some testing with my next sequence and address this question.
@@hamzameo thank you so much!!
This is sick 🔥, what blender version is this btw
Thanks! This is 4.2 beta.
Hey man I'm literally crying right now..! How did u ? 😍😍😍😍😍😍😍
So can you! 💪🏻
This was very interesting
Thanks! Hope it helped!
@@hamzameo you're welcome
did that say 316gb memory huhu
That too in the negative! Keen eyes there! Could be a bug? As 4.2 is still in beta.
Amazing tutorial,
Thank you.
I am facing problem the model used is have light without any light source and even when i disconnect the emission from the texture,
It dose not interact with any light i added to the scene
same problem!!! do you find any solution??
Thank you so much
Amazing Render. ... the image quality is amazing but why does the environment look like an eraly modern industrial ruin? i see eroded concrete. the pillars are clearly neither natural stone nor brickwork. same as the moleded concrete looking stairs. and there even a metal handrail, made from large standardized pipe segments. If you were to toss a medieval helmet and an broken vintage radio into the rubble, the only thing looking out of place would be die medieval helmet.
Fantastic
Could be a fast (and cheaper) alternative to Unreal...
Still not convinced I'd choose Eevee over Cycles. Use to on my old PC because it was so slow at Cycles! This scene looks good, but there are a few thins I'd point out. DoF is too harsh. The mesh is also not great. But, that doesn't detract from the main point here, Eevee is looking incredible.
The prospects are great. Whats good is that this is a complete re-write of EEVEE and sets the foundations for future dev, that may even bring it to the level of Lumen.
beautifull
Modern handrails in 1100 ad =/
top
this shit is like 4 steps from unreal engine bro.....
where is cute eevee
bro the scene its fking nice, how you execute the lighting its also mastercheff but why the fuck you added this metalic handrail to the stairs?? on 1100 AD there was not such fking rails in the stairs it is looking totally modern and destroying the sceneeee!!! man i am so mad bro. sorry, just kidding, really good work congratz.
May be the archeologists put it there during the excavation of the site ;)
@@hamzameo CMOOOOOOOOOONN AHSHAHAAHAHAH
EEVEE now is unreal engine 💀💀