EEVEE is being REPLACED!? and it looks AMAZING!

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
eeve is being replaced with a new version of the render engine called Eevee next and you're going to want to use it it has improved realism including Ray tracing better emission lighting subsurface scattering and more and best of all it renders even faster in the viewport meaning you can make realistic images on your potato PC which begs the question will Eevee next replace Cycles most likely not but stay tuned to the end of the video we'll talk about how that might be changing in the future but in the meantime you want to learn how to use edex so let's dive in here is a render from Cycles from my upcoming short film and here is that same render and Eevee next and here they are side by side and of course Eevee next was able to render within a fraction of the time so here we are in blender with a scene that I'm going to be using as an example to show the difference between the render engines and I also want to clarify here that when you go to download from daily builds in this version I'm using a version from October as the most recent daily build seemed to be a bit broken so I went ahead and went back a bit further now once I am here you can see currently I'm rendering in Cycles I can come up here to my render engine and switch to Eevee or Eevee next I believe in the final version these will be combined into one but for now we have separate options so if I come up here to the render engine mode I'm currently in cycles and I can switch that between Eevee and Eevee next now I believe that for the final version they will end up combining these but we'll see how they decide to answer those so I can quickly cycle between these and we can get a good idea of how each render engine handles a look and you can see how evex is improved with how it's handling its shadow and its lighting and that comes from the fact that it has this new Option here called Ray tracing you may notice that when you switch between EV and there that we are losing some categories such as screen space for factions and ambient inclusion and gaining others such as Horizon scan and Ray tracing let's break those down and how you can utilize these new features now first up don't be scared off by Horizon scan it is actually basically just the same as ambient inclusion as you you can see here in the developer notes they have some examples here with screen tracing and Horizon scan Global illumination added and also some comparisons here between the different render engines now I've tinkered around with the newer versions and we do get more controls here and they're pretty similar to the ambient inclusion controls but let's dive into Ray tracing if you don't know what Ray tracing is this is when the render engine traces the ray of a light as it bounces around a scene and gives us a more realistic interpretation of how light is handled in a scene and now with an Eevee we have that in real time which is what is giving us this more realistic rendering now once you twirl that down you're going to get various options here and what's most important is going to be the resolution the clamping and the Precision these are going to be the controls that you use the most now first up what we have here is resolution and if you hover over here it will tell you what it means you'll see RPP and that stands for Ray per pixel so right now it a set to one fourth and what that means is that we will get one Ray traced for every four pixels if you are experiencing lag you can go ahead and put this to 116 and you'll see that if we zoom in here on our character a bit you can see how that is changing as I click between the two now one Ray per pixel is going to give you the most accurate rendition but take the longest to record now of course clamp here will clamp your light sources so if we go ahead and set that to w Zer you can see how that's darkening it just as you would expect clamp to work in most other places of blender as well and then down here we have Precision now the higher you turn this up the more precise the right ways will be calculated however it will take a bit longer to render now some other big features added into the scene here is that you can see here I have this kind of fabric material on the ground now you may think that I have a mixing texture here in the background but that's actually by choice I have a ramp from purple to Blue to create that nighttime effect so what I want here is for this fabric to be displaced to give me better rendering now if I switch over here to Eevee you can see that's completely flat and that's because e doesn't support displacement but EV next does so if I come over here to EV next you can see that I now have control over the displacement I'll go ahead here I'll grab my ground here and under my displacement map now that's a little trick you can know as well you can displace just the geometry near the camera so in this case I only displ the ground up here and that saves some render time anyways you can go ahead and plug it into your displacement node just like anything else and have control if I go ahead and click there you can see that now we can actually displace our geometry in real time which is extraordinarily exciting as displacement usually contributed to extremely long render time so being able to do this in real time and save time on your renders is incredible another great example where this type of displacement can be useful for fast rendering is in this clay Shader here that I am using on my cat here you can see that if I turn up the displacement I can actually view that displacement in real time something that's very difficult to do in Cycles as it'll lag too much when you move around the viewport now next up I want to talk about how we can actually get support for emission in scenes as well so I'm going to go ahead and make a tweak to this fire now here what I've done is gone ahead and swap my fire a Shader for an emission Shader here now if I go ahead here and mute all these lights you will see that we are actually getting light from our fire something not previously possible from em Mission shaders in Eevee if I go ahead and switch over here you can see that we are not getting any light from the fire now you can keep up with some of these changes here on the blender project page for Ev where they actually have a checklist so you can keep up with the progress as it goes and see some of the changes as well so I will link this below my Dynamic VFX pack is now on sale at blender market and this has completely customizable VFX assets that you can drag and drop right into your viewport both EV and cycl compatible if you're interested you can also go check out a free sample pack currently I'm running a sale see the description for more details also if you're interested in my patreon I have materials projects time lapses video walkthroughs and discounts available there as well let's return to that question from the opening of the video is e next going to replace Cycles now that it has Ray tracing and Global illumination and other features aren't they essentially doing the same thing well not entirely the type of Ray tracing that EV next uses is different from that Cycles which is still much more accurate albeit much slower however I think what we're seeing here is that the gap between the two render engines is slowly but surely bridging so what does that mean for the future of render engines and how we use them and to talk about this I think we need to step outside of blender for a moment and look at another piece of software called Unreal Engine 5 with its Lumen realtime render engine lighting system which can yield at times under the right circumstances photorealistic results but that last part is key under certain circumstances because there's still things that we can't really produce in real-time render engines as well as an offline Rend engine such as Cycles or Octane and you may already be aware but often times those things are things such as subsurface scattering glass or anything else that has reflective or refractive abilities often times the things we're seeing in real-time render engines are mimicking those types of light bounces but not able to replicate them accurately like we get in offline render engines such as octane Arnold or Cycles but what does this mean for the future of render engines like the question we propose well it'll get to the point that with our offline rendering we are so close to mimicking realtime light rays that the eye likely won't be able to distinguish the difference meanwhile we will see with real-time rendering that it is continually getting closer and closer to those final results and as I said in the beginning of the video kind of bridging a gap between the two and I think that at one point we're are going to see those two meet in the middle and the difference in between the two will become negligible so yes I do believe that the future of render technology will eventually shift towards real-time rendering what do you think do you think we'll ever go to real-time rendering full-time and when do you think that'll happen comment below
Info
Channel: SouthernShotty
Views: 120,596
Rating: undefined out of 5
Keywords: eevee, blender, blender eevee, render engines, render engine comparisons, blender eevee render, blender render engine alternatives, blender render, best render engine, blender render settings, render, eevee render engine, blender eevee rendering engine, blender eevee engine, blender eevee render settings, realistic render in blender eevee, blender eevee realistic render, blender render eevee vs cycles, blender rendering, eevee render blender 2.8
Id: JWnTIVgZc-w
Channel Id: undefined
Length: 8min 19sec (499 seconds)
Published: Tue Jan 16 2024
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.