Yeah they removed that - but it's fine, you can actually just connect nothing to the second socket, and it should have the same effect - Hope that helps!
@@edinspiegeli guess this setup is actually doing nothing now (3.6-4.0), not sure how it's supposed to work before, but isn't enabling world lighting only for camera is just the same as for the whole viewport? i mean you still see it's flat but now only throught the camera
@@Pennsyllvania no its foing something - because disabling the world except for the camera means that no objects will be receiving light ut when we look up for example we wont see black - hope that clears it up
@@edinspiegel My results are identical in any environment. i've tried, both 3.6 and 4.0 with an empty socket as second input in mix shader. Also, there is a note from the manual, that implements that the "is camera ray" node always return "1" in eevee world shading: EEVEE has no real concept of rays. But in order to ease the workflow between Cycles and EEVEE some of the outputs are only supported in particular cases. This node makes it possible to tweak indirect lighting in the shader. Only a subset of the outputs are supported and the ray depth does not exactly have the same meaning. In order for the Is Camera, Is Shadow, Is Diffuse, and Is Glossy outputs to work, the object must be inside an Irradiance Volume and Indirect Lighting must be baked.
So I just tried it - in 4.0 - and it 100% still works - have you tried to swap the socket into which you plug the background node maybe?@@Pennsyllvania
For the realism in the textures in EEVEE recommend using the albedo pass as a bump and it usually brings a lot of detail. Just plug the albedo in a bump node ( in the height socket), and connect it to the normal map socket of the Principled BSDF node. dont forget to adjust the values, I think they are in metters so you should put something like 0.01 in the distance setting of the bump node.
Thank you! That worked. I had to use a distance of 0.05 and also combined it with the normal map (plugging the normal map output into the normal input of the bump node); also, by the way, I REALLY enjoy your videos (I've seen all of them), Feels very surreal to get a comment from you!
I’m impressed by how you look directly into the camera I thought you were a blender cycles render with the empty object and track enabled, thanks for this tutorial I’ve been totally skipping eevee and this shows it’s viable
Well detailed video with clear and understandable explanations. I plan on using eevee more after a long time using cycles. I’m 14 and I’ve seen the benefits of both. You deserve waaay more for the work you put into these videos.
Nice short video! Would have been nice to see the progress in a kind of flipbook fashion like before any Eevee adjustments and finished and a rendering for each step you took inbetween :)
Would you make a video especially on how to create and bake irradiance volumes for best results? And show some before/after screenshots. After watching a few tutorials on that, I still feel like I don't quite understand how to set them up.
The content is good, thank you for your efforts. Only if you mentioned the time required for each render for comparison. You know, sometimes quality can be sacrificed for time and vice versa.
Great tutorial, thanks. On the world shading I didnt find that "transparent bsdf" node tho. Btw, I dont know why those comments talking about where are you looking at. Looks completely normal to me.
This is awesome, thank you so much for sharing. One question. Do you have a tutorial of how you did the torches with fire? I haven't find one yet. Cheers!
It's a nice video, could be a touch more slow when showing the setting and i guess how they would interfere in the render, the way you presented looks like when I was new to 3D and just made adjustments to the scene without really knowing what was doing it. I mean I could understand your video pretty well but keep this in mind. And you mentioned the Table texture, did you tried to enable high quality normals? and using a cube map on the table to give it's own reflection might help it
This is a very good video BUT it should be 10-15 mins long. There is no point in cramming info into 5 mins if viewers have to continuously pause and rewind to pick up on the details. This actually slows communication rather than accelerates it. Don't be afraid to add pauses to give people time to think.
please this setting works mainly for image renders can you do one that will go for animation i will be grateful or just explain how i can step up my animations in evee thank you🙏
Easy Fix: Just tell your mom to shower longer XD! - But Jokes aside, maybe I will eventually make a "How to Speed up Eevee without loosing Quality" Video - Would that be something you'd be interested in?
Because his animation is in real time without losing quality, but on my Eevee it doesn't look like that when I play the animation it gets blurry grains even when I deactivate dnoise Watch this video
Very interesting. Thanks. But what about animated scene? 😉 I've tried a couple of py codes which rebake indirect lighting every frame, but it's not comphortable and takes time too.
Or.... you could save yourself all this hassle and just use cycles. Not only does it looks better but it's faster too. It's a no brainer really. The only thing Eevee is useful for at this point is viewport display as it's a bit more stable whereas cycles needs a bit more time to render a clean image as the denoiser kicks in.
Deciduous MUSTACHE, or primary MUSTACHE, are the first set of MUSTACHE that humans and other mammals develop. They are eventually replaced by permanent MUSTACHE, that begin to grow in throughout childhood. Deciduous MUSTACHE actually begin to form during pregnancy, around the sixth week.
@@lonesomealeks4206 Ok, but in the video, I actually show a render with artifacts that needs more samples, so I know for a fact that they are there and need more samples to go away.
@@lonesomealeks4206 samples do affect image quality, especially when you use things like soft shadows, depth of field, transparent materials with alpha hashed blend mode and some other things as well. The most important things here are the soft shadows and depth of field. You can't really go for a good looking picture without those.
1:30 i cant find the transparent bdsf on world shader
Yeah they removed that - but it's fine, you can actually just connect nothing to the second socket, and it should have the same effect - Hope that helps!
@@edinspiegeli guess this setup is actually doing nothing now (3.6-4.0), not sure how it's supposed to work before, but isn't enabling world lighting only for camera is just the same as for the whole viewport? i mean you still see it's flat but now only throught the camera
@@Pennsyllvania no its foing something - because disabling the world except for the camera means that no objects will be receiving light ut when we look up for example we wont see black - hope that clears it up
@@edinspiegel My results are identical in any environment. i've tried, both 3.6 and 4.0 with an empty socket as second input in mix shader.
Also, there is a note from the manual, that implements that the "is camera ray" node always return "1" in eevee world shading:
EEVEE has no real concept of rays. But in order to ease the workflow between Cycles and EEVEE some of the outputs are only supported in particular cases. This node makes it possible to tweak indirect lighting in the shader.
Only a subset of the outputs are supported and the ray depth does not exactly have the same meaning. In order for the Is Camera, Is Shadow, Is Diffuse, and Is Glossy outputs to work, the object must be inside an Irradiance Volume and Indirect Lighting must be baked.
So I just tried it - in 4.0 - and it 100% still works - have you tried to swap the socket into which you plug the background node maybe?@@Pennsyllvania
For the realism in the textures in EEVEE recommend using the albedo pass as a bump and it usually brings a lot of detail.
Just plug the albedo in a bump node ( in the height socket), and connect it to the normal map socket of the Principled BSDF node. dont forget to adjust the values, I think they are in metters so you should put something like 0.01 in the distance setting of the bump node.
Thank you! That worked. I had to use a distance of 0.05 and also combined it with the normal map (plugging the normal map output into the normal input of the bump node); also, by the way, I REALLY enjoy your videos (I've seen all of them), Feels very surreal to get a comment from you!
@@edinspiegel haha no problem! pretty good video btw! keep it up
@@JalexRosa Thank you! 🙏 I will.
how do i get the albedo pass?
@@ontheoreo8762 It's just the base color of the texture. Does that help?
I’m impressed by how you look directly into the camera I thought you were a blender cycles render with the empty object and track enabled, thanks for this tutorial I’ve been totally skipping eevee and this shows it’s viable
Well detailed video with clear and understandable explanations. I plan on using eevee more after a long time using cycles. I’m 14 and I’ve seen the benefits of both. You deserve waaay more for the work you put into these videos.
You didn't mention the most important thing... the render time difference.
Literally he says at 0:29
@@wudugat3761"Longer render times" doesn't help
@@wudugat3761no he didn’t
thanks man this was soo helpful now my PC won't cry out in agony because of cycles render anymore!
Really helpful tutorial. Thanks
Great tips with great explanation. Definitely going to utilize these with my animations as cycles is too intensive on my laptop.
Great kitchen!
YOU KNOW SOMETHING U R GONNA BE A BIG YTBER
Great work
정말 도움이 되는 내용입니다. eevee 설정때문에 고민하다 이런 자료를 발견하게 되어 기쁩니다.
Good tips! Eevee is my default render engine, i only use Cycles or RPRengine for some still shots.
Nice short video! Would have been nice to see the progress in a kind of flipbook fashion like before any Eevee adjustments and finished and a rendering for each step you took inbetween :)
Uh yeah, your right. That would've been cool
@@suezcontours6653 They removed it since - but you can just plug in nothing instead - and it should work the same
Great tips, man. Nice video. Thank you for making this!
Thanks Bro, these are very useful and necessary tips for me. Everything is very short and clear, excellent tutorial. 🔥👍
It would be great if you add chapters to the video so that each step can be easily found when scrubbing through.
Will do asap
that was the video I was looking for
This is so helpful! Thank you bro :D
For anyone who can't get the transparent BSDF, change back to the object shading copy it from there and paste in the world shading
Would you make a video especially on how to create and bake irradiance volumes for best results? And show some before/after screenshots. After watching a few tutorials on that, I still feel like I don't quite understand how to set them up.
Tq for sharing you're an amazing human being
Oh thank you soo much!! I'm glad the video helped you!
i never used indirect lighting and had my glass blend modes set to opaque the whole time. very nice tutorial
great video, thank you!
Thank you! Im Glad you liked it!
I appreciate the tips you've offered. Should I bake the scene at the very end, or can I bake at any point in the process?
The content is good, thank you for your efforts. Only if you mentioned the time required for each render for comparison. You know, sometimes quality can be sacrificed for time and vice versa.
Great tutorial, thanks. On the world shading I didnt find that "transparent bsdf" node tho. Btw, I dont know why those comments talking about where are you looking at. Looks completely normal to me.
Thank you. yeah, it's not visible in the world shading. You have to type transparent bsdf into the search bar of the add menu to find it.
same, typing doesn't work
Yes, it's missing somehow. @@c1borgen
Thanks for sharing!
you are the guy
How many verts do you have in that first scene? How long does it take you to render a single frame in Eevee and Cycles?
thanks!
Ty
Thank you now my renders don't look like they were made in 90s
Good video my guy keep it up
Great tips, thanks for sharing!!
"How to make Eevee look like Cycles?"
"Use Cycles."
Just kidding, good job!
very helpful, thank you
tyyyy
good job bro im ur supooter
Oh thank you so much!
спасибо твое видео сильно помогло мне улучшить качество рендера в сжатые сроки
👍🏾👍🏾 Very Cool, thanks my Friend!!
Perfect!
It's a great video.
I think it will be very helpful for my study.
Thank you. ^^/
For indirect lighting in animation, i need to bake every frame that light changes? Have a way to do bake automatically?
great insights - just maye talk a little slower in future - just to make things a bit clearer. ;)
You can slow down the video bruh, trying to speak slowly is hard and annoying, just reduce the playback speed.
@@prime12602 i know how the fucking thing works, mate
@@dudleybarker2273 yet you’re still bitching about it lol.
Do better
I think his pacing is fine.
This is awesome, thank you so much for sharing. One question. Do you have a tutorial of how you did the torches with fire? I haven't find one yet. Cheers!
It's a nice video, could be a touch more slow when showing the setting and i guess how they would interfere in the render, the way you presented looks like when I was new to 3D and just made adjustments to the scene without really knowing what was doing it. I mean I could understand your video pretty well but keep this in mind.
And you mentioned the Table texture, did you tried to enable high quality normals? and using a cube map on the table to give it's own reflection might help it
Nice bro
lol to me ambient occlusion looks way better than all that fancy cycles lighting😅
Actually, if you slide Bias to zero for each lamp, you don't need contact shadows anymore.
please do an update for blender 4.2 as it changed alot of the settings
Yeah your right! I will do that - probably next video.
Thanks man, but why did you cut the screenshots so fast?
Can you help me with understanding why the glass is white?
You got more of this? I often tried rendering cycles scenes in eevee and never got good results.
I'm not sure I understand, You mean more example scenes?
@@edinspiegel Yes!
@@DennisKreker Well, not at the moment, sorry.
Hi pls make an entire realistic scene but just use white color as material ! i want to learn the light
I think cycles is better but my computer isn’t that good😂
i was concerned why i was suddenly hearing a ton of static noise. i thought my mic or audio interface was breaking. turns out it was your video
This is a very good video BUT it should be 10-15 mins long. There is no point in cramming info into 5 mins if viewers have to continuously pause and rewind to pick up on the details. This actually slows communication rather than accelerates it. Don't be afraid to add pauses to give people time to think.
TBH i think it looks better
Look like the rapper Bones. How he looked like 8 years ago
Are you using an AI to make your pupils look like they're actually looking at the camera? looks weird as hell, good video tho🤩
No, I'm not..., But it's only my second video where I have a camera, so I'm still learning.
Lmao
😂😂😂
What😭
@@edinspiegel don’t listen to him, your eyes look absolutely normal. Keep up the great content !
please this setting works mainly for image renders can you do one that will go for animation i will be grateful or just explain how i can step up my animations in evee thank you🙏
Yeah, Maybe I'll do a video on it eventually. Can you tell me what problems you are having when trying to use these settings for animation?
Was it faster than cycles? If yes, how much?
Eevee is faster
Was this edited in blender perhaps? 👽
I can't get transparent BSDF 1:25
Same here
Not available in 3.6
Hey there - sorry I didn't seen this 🥶 - I answered this question in another comment - that is currently pinned - so yeah that should fix it!
Innocent version of Jalex Rosa :
The render time takes more time than my mom's shower
Easy Fix: Just tell your mom to shower longer XD! - But Jokes aside, maybe I will eventually make a "How to Speed up Eevee without loosing Quality" Video - Would that be something you'd be interested in?
0:10 this whole section about render settings is completely different in Blender 4.2, I can find almost nothing of what you showed
@@alphaZomega yep it changed a lot in 4.2 - actually the newest video on my channel is the updated version of this tutorial
What mic do you use?
How did you render fire (the flames on the torch) in Eevee?
I explain it at 4:41 in the video
Because his animation is in real time without losing quality, but on my Eevee it doesn't look like that when I play the animation it gets blurry grains even when I deactivate dnoise Watch this video
"in 4 steps" lol, still good video!
What about timing?
Very interesting. Thanks. But what about animated scene? 😉 I've tried a couple of py codes which rebake indirect lighting every frame, but it's not comphortable and takes time too.
@@dhruvakumar0602 WoW! Thanks! I forgot i saw it a couple of months ago. I need to try it.
Theres no transparent bsdf
well I'm out of my depth here.. I guess youtube linked rendering to 3d modeling for 3d printing.
Or.... you could save yourself all this hassle and just use cycles. Not only does it looks better but it's faster too. It's a no brainer really. The only thing Eevee is useful for at this point is viewport display as it's a bit more stable whereas cycles needs a bit more time to render a clean image as the denoiser kicks in.
Well I mean... your right, except that Eevee is faster.
hello anyone can make a comment / vid on how to make backroom like environments in eevee more cycle rendered ish smth
Is your background real or no?
It's real.
Deciduous MUSTACHE, or primary MUSTACHE, are the first set of MUSTACHE that humans and other mammals develop. They are eventually replaced by permanent MUSTACHE, that begin to grow in throughout childhood. Deciduous MUSTACHE actually begin to form during pregnancy, around the sixth week.
But would all these changes increase render time to the same as Cycles?
That's what I want to know.
samples have no effect in EEVEE. nor does denoising. no idea why those options are even there.
They actually do; the more samples you have, the fewer artifacts will be there.
@@edinspiegel never seen any noise or artifacts in eevee, regardless how many samples, image is the same
@@lonesomealeks4206 Ok, but in the video, I actually show a render with artifacts that needs more samples, so I know for a fact that they are there and need more samples to go away.
@@lonesomealeks4206 samples do affect image quality, especially when you use things like soft shadows, depth of field, transparent materials with alpha hashed blend mode and some other things as well.
The most important things here are the soft shadows and depth of field. You can't really go for a good looking picture without those.
=o
You kinda rush through the video. Aggressive cutting. Chill a bit.
Yeah, you're right. I probably should.
So weird, followed to a T and it looked no different 😭 just a washed out bright photo
Hmm - that's weird, could you maybe send me a screenshot (in render mode) so that I can help you troubleshoot?
Ne yaşandı la söyleyin? Ya da ne yaşadınız?
I don’t understand the point of swapping ur face and blender constantly
jeez so much hassle, not worthy IMO. Great tips though
Yeah, for a single Image, it's probably not worth it, but for an animation, it is because you can save so much render time.
@@edinspiegel yes
How much render time? 50%…10%…
this cutting back to you away from the UI is really annoying. Why do you think we want to see you? Is it ego?