Eevee Vs Cycles in Blender 2.8 - Which is best?

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I guess having him working from flipping elements here in this video we're gonna talk quickly about what is the difference between Eevee and cycles in blender there's a lot of chatter about this in line so we just wanted to have a discussion about what are the strengths and what are the weaknesses we have two renders here we have this and we have this you can see the difference between evn cycles this is this is a render from cycles and this is from Eevee as this scene here comes from our newly released introduction to blender series where you taught how to model shade texture and light this entire scene here so this is the final render from that series so as you can see there are some pretty notable differences between them one of them in his the render time if you look at the render time this is 1 minute and 16 seconds and this is 5 seconds and this looks pretty good but if you compare the actual quality you can see that this here is far more refined so cycles is amazing if you're going for realism it's really really good for that it's doing it's doing its computation based on physically possible algorithms and cycles or Eevee is really good if you want to visualize something quickly this is a this is essentially a real-time render engine and you can very quickly this change shaders around change your lights around but because it is so quick and it runs on a GPU and it's it's cheating a lot it's really doing a lot of cheats under the hood just to get you these these effects so you can see some limitations here is that we we don't have the proper shadows because you were missing a lot of shadows here we we also have way less accurate reflections as well and in general you can just see there is just a lot more visual fidelity in this render what what's important here is that these are not competitors like looking at an image comparison this it's not entirely fair because in this case if you want a good result to be labeled clearly cycles is beating the hell out of Eevee but you can't really compare them like this you wouldn't necessarily say which engine are we using for the final render off from our project you will be thinking more which n general use in different stages of our project if you are animating you're doing a tons of playblast which essentially means that you are rendering out your animation so that you can you can see it in full 24 FPS with them hopefully as close as you can to the final render you obviously can't do that with cycles cycles would take far too long to render it will be too noisy and it will be really hard to value it's what's going on but would et you can get really a really good approximation of what your animation will look like and what your final scene is going to look like with textures with shaders on it so it's not so much which is better they just have very different stages in a project yeah like when I've been doing any kind of looked of in blender I always go with Eevee to start with this I can block things out really quickly even when I'm modeling maybe I have some lights if I'm sculpting as well I've been using Eevee as well for that because it's like real-time I'll be able to see what I'm sculpting it helps me visualize the forms a lot better and you can you know you can shade 100% real-time you can do this like it's with cycles to it extent as well you know if you if you set it to GPU rendering as well it'll be faster than using the CPU for rendering but you do have the issue with cycles for real-time render that it's a path tracer and you know it each ray needs to be traced it needs to be bounced around it needs to compute GI there's a lot of things that needs to be computed on top that you don't have to compute an Eevee so it really depends on your needs yeah and that's also like a pro and con for us well because it's doing all these compute computations yeah it takes a lot longer but the result is so much more accurate first if you want to if you want to get realistic skin you need to use cycles because you need ray-traced substrate for scattering but if you need quick visualizations then you can get a decent approximation in an Eevee as well we can easily change between avians Michael's up here in our render settings we can just very quickly just go between them so right now we have Eevee enabled and you can see how quick it is to use up here for you just rotating around you can see the result is essentially it's essentially a real-time here if you want to change the shader you want to enable something in it it's it's very very quick to to go in and change and change your settings for it you're gonna see instantly we we have our we have a new computation of our result now one thing you have to keep in mind even with Eevee it despite it being real-time or whatever if there's still computation happening when you let go of the camera so when you rotate things around it'll go to like a I don't know if it's like a lower resolution it'll it'll disable some reflections maybe some lights aren't as accurate the shadows aren't as accurate and you leave it for half a second and it like it computes on whatever still frame you now have so there is a little bit of extra computation on top at all yeah definitely it's it's not definitely not 100% real-time there are some limitations of Eevee as well so you can't just go one-to-one between the two there are limitations such as even on supporting displacement shaders at this point it also doesn't support the bevel shader and obviously it is missing essential features such as like properly ray traced reflections and subsurface scattering there is a bunch more limitations to it you won't get too deep into the specific nodes missing but just know that you can't just go between them one-to-one maybe this is something that will change in the near future once our TX cards become more and more standard you know you have all these demos coming out now with Nvidia RT X cards I think it's yeah it's minecraft they're releasing minecraft that's a fully fully real-time ray-traced game now you walk around and like everything is ray traced in in real time you know so you could see something like that being implemented later later on in blender I think yeah I'm very excited to see where or Eevee is going to go in in the future it has a lot of potential and it's already really good if we switch to render engine out two cycles you can now see how much slower this is to compute there is a lot more noise as well that's really one that disadvantages or it's not even a disadvantage it's just it is just the way it is if you if you have if you have a path tracer or a ray tracer you are just gonna have significantly more noise but you also have a way more accurate result than you do as well but you also see cycles is cycles is pretty fast so in general the this is some up the pros and cons of it when it comes to cycles the pro is that it is really good for photorealistic results if you're looking for if you're doing something like like a realistic animation like something water like Pixar and Disney are doing whether a game for really photorealistic shaders and lights then you want to use cycle same if you're doing any kind of real commercial movie whatever it might be cycles is really the way to go it is really feature-rich and is really physically based the pro or the concept though is that it is a significantly slower it's significantly noisier and also has more settings as well so it can be a bit more complicated to get into luckily though it's it's it's fairly it's very simple to use if you just want to get into cycles if you want to really go in depth there are a lot of settings but if you just want to go in render something out and get an oyster result it's not terribly hard to do but just be aware that it there are more things to fiddle with in order to get an oyster result yeah I found that you know I've been using vray for the past 10 12 years something like that and that's always been my preferred render of choice I used mentor II for a bit as well but that's just garbage we don't talk about it ever since switching to blender and starting using cycles cycles has really just become my default way to render because cycles is so simple like you were talking about it being very comparable to how Arnold works as well like minimal settings it's physically based you don't have to worry about setting up very specific to sample settings or noise settings bounces for lights whatever you just you know you just click render and it just works out of the box with evey the pros are the main things which supports that is really that it is SuperDuper fast it's amazing for previewing it's awesome for visualization and there are tons of jobs in 3d which they don't they don't require photo realism like so many of them require speed over the final result like anything to do with previous or like we mentioned when it comes to light they're at play blast or anything along the way as well which doesn't require the finding frames Eevee is a fantastic engine for that now imagine it like using this for for previous like usually when we get a previous thing it's just it's just garbage you know bad never play blast from like Maya's viewport 2.0 which is supposed to be like this revolutionary thing 10 years ago but it's like they stopped developing it they were talking about all we're gonna have this real-time displacement in the viewport and I feel like all these things never came this is where I think Eevee really has an edge obviously you won't have that in a major software package that's currently being used but you know if you if you have something like that and you wanted to do previous in blender Eevee would be a like a massive strength yeah just be aware again the cons it lacks realism and it does have a limited feature feature set as well so if you if you are gonna be let's say you you're looking at a TV and you decide to use that for final rendering for your project let's say you doing something more stylized I recommend that you go into the documentation and actually look into the limitations off it as well because there are some there are some limitation which could potentially be breaking for a project one of them is that it runs entirely on the GPU so if you have a crappy GPU and an awesome CPU you are in for a very hard time or if you rely on a lot of very heavy textures even though they might be stylized and your GPU isn't amazing the disk this could this could lead to your see not I'm not really performing all or not being able to render yeah if your project let's say your project relies heavily on using volumetrics Eevee probably shouldn't be the choice there because all your metrics just aren't as good and they run slower in Eevee compared to two cycles so it's definitely worth going through the documentation blender has a outline of Eevee restrictions or things that are lacking in Eevee that would be good to keep in mind if you are thinking about using it for project see yeah as opposed to sums up quite well let us know what you think about the Eevee verses cycles and in comments subscribe and hit a notification bell to get notified every single time we put out a new video and thank you so much for watching and if you're interested in professional training or 3d assets 2d as its 2d training whatever it is trying to advance your career within the CG visual effects animation industry make sure to pop over to the flippin almost marketplace and grab something from there
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Channel: FlippedNormals
Views: 94,977
Rating: undefined out of 5
Keywords: 3d, sculpting, zbrush, concept, maya, tutorial, autodesk, vfx, animation, flippednormals, henning sanden, morten jaeger, creature, character, texturing, substance painter, substance designer, foundry, pixologic, art, fundamentals, art fundamentals, art school, art tutorials, blender, 3d tutorial, learning 3d, learning ZBrush, 3ds max, cube brush, marvelous designer, photoshop, mari, blender guru, cgi, blender 2.8, blender 3d, b3d, Blender tutorial, blender tutorials, learning blender
Id: 6NVYCwzEF9w
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Length: 11min 41sec (701 seconds)
Published: Thu Oct 03 2019
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