Blender's Cycles vs. Eevee (Ray Tracing vs. Real Time)
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Channel: Remington Creative
Views: 271,165
Rating: 4.8103251 out of 5
Keywords: blender, education, 3d, cg, cgi, pbr, tutorial, guide, how-to, remington, graphics, lesson, vfx, ray, tracing, rendering, engine, real, time, scan, line, scanline, realtime, eevee, render, vray, cycles, octane, optix, game, raytracing, trace, raytrace, science, math, geometry, physics, internal, vs, comparison, pros, cons, pro, con, tessellation, rasterization, fragment, processing
Id: fAiai0fCBOw
Channel Id: undefined
Length: 8min 34sec (514 seconds)
Published: Sat Aug 12 2017
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Not to nit-pick but just to make sure mis-information isn't being spread.
Cycles is a Path-Tracer not a Ray-Tracer. The big difference between the two is how they calculate light, While both tracers do fire rays from the camera, a Ray-tracer doesn't actually bounce around the scene, what it does is fire a ray until it intersects with an object, then fires a ray at all the lights in the scene to calculate the value of that pixel. This means a Ray-tracer can only trace direct light (which is why Ray-tracing engines had to do a second calculation for GI)
A Path-tracer on the other hand traces a path from the camera to a light source, it fires a ray from the camera, hits a material, and based on that materials properties it bounces in a different direction, this process is repeated until either the ray hits the ray-bounce limit or hits a light source.
It does seem that the blender development team wants to integrate the workflows between the two. So that you can use Eevee as a better view port in the future.