How to use EEVEE - Blender 2.8 Beginner Tutorial 1 of 2

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hey guys it's Steve here and it is time it is time people I am excited are you excited you should be excited because in this video we are finally taking our first look at how to use blender 2.8 new render engine Eevee in this beginner guide you will learn how to render a scene like the one you see right here so you might not believe it but this scene is completely being rendered right now in real-time so the quick answer the question that a lot of you probably have right now as no blender 2.8 is not yet officially released this is still running the alpha but I found that the Alpha has been quite stable recently and I'm getting some really good results and the official blender release won't be coming until early 2019 now as it's still gonna be a beta phase and there's some bore bug fixes to come but the overall UI flash evie should stay relatively the same and if there's any major UI changes that makes this video hard to follow I will put its in the description in a paint comment at the top so you guys can check that to see if you're missing anything if if you have an issue but without further ado let's start real time rendering some crazy stuff in blood a 2.8 but first I want to quick talk about this video tutorial sponsor anime render anime render is the large render farm with support for all the major 3d software options available they offer some of the best pricing and offer free trial renders it's easy to sign up and you can get $10 free render credit when you use the coupon code CGG then to get started rendering it's as easy as just selecting your software uploading a finished project or ready for render fill out a few basic settings select your uploaded project and render you will receive a notification when your render is finished and ready for download check them out with the link in the description below [Music] so if you've been living under Iraq and possibly haven't heard about what blender 2.8 CV render engine is it's a real-time render engine similar to a game render engine but it's built right into blender and it can render things in a real-time so you can see like this scene here for example is being completely rendered in a real-time I can move my camera around and everything is updating to the camera I was gonna grab an object like this I could move the object around and you can see that everything is being rendered in real time so how cool is that really cool and I'm excited to show you guys exactly how to start using it all right so quick taking one last look at our finished scene here you can see we have all kinds of screen space reflections we have some puddles here you can see we have reflections from the vehicle in the puddles there we have some real-time particles actually falling if I go to the camera view here and play it back you can see that I have some snow falling on this scene and then as the camera pulls up closer to the car here you can see we have some water droplets even on our vehicle here so taking a closer look real quick at that I've done this with some bump mapping and some reflections to get what looks like water droplets across the top of our car and over on the windshield here this way renders way faster than doing it with a particle system I found I tested both systems and this was the way to go and you can see it looks really cool and it looks like this car has just been sitting out there in the rain slash snow it's now snowing it's left maybe on a bridge here and you can also see that we have some assets rendering these are from our realistic nature asset pack yes the asset pack will be compatible with blender 2.8 once it's officially released you can already see that they're looking pretty cool and blooded 2.8 though and they're just gonna get better as they kind of optimize them a little bit more but that's gonna do it guys this is going to be the scene we recreate I'm only covering Eevee in this tutorial so there's a lot of new stuff and blood 22.8 that I'm excited to share with you guys but I'm only going to cover Eevee right now because other things are more likely to change and stuff and it will be too much for one video ok so here's the simple scene that will be starting with to a render this is just a simple car model that I got off blend swap they'll be a link to it in the description but I'll also include this whole unrendered scene for you guys to a starter file if you guys to follow along with in the link in the description so you guys can jump in and do exactly what I'm doing and create something cool yourself now before I go any further you might notice the the paint spots here on my my shirt and that's because I actually just got finished painting my little home studio that I'm building and I'm really excited about this I'll be moving out to it actually any month or so probably and this is all made possible because of you guys through patreon you guys have been supporting me and I really appreciate it and if you haven't checked out my patreon page there'll be a link in the description where you can see some of the cool perks you can give and also be posting some updates on my little home studio project there pretty soon but for now let's just take a moment to appreciate how cool the new UI looks and blood 22.8 it's uh it's pretty amazing and the developers have done a really great job it's still it's still improving it's still changing but I approve it is looking really cool there's still a few things that will take a little bit of time to get used to but um yeah let's just jump in and start creating some materials so right here this is the default Evie kind of scene that she'll get you have your render settings here and it's set to Evie you want to make sure you leave that and if you click up here to your shading options you can just click the rendered view port and this is what it looks like right now or rendered a navy we have no lighting or anything so it's just a flat object as you see here so let's right off the bat let's do that let's add some lighting to this scene so to do that we're just gonna switch over to our world materials just like cycles you can click use nodes and we're gonna open up an HDR now for this scene I'm kind of going with what has already become the classic scene for Evie renders and that's that evening sort of wet foggy look that I've seen a lot of Evie renders already come out with and I think it's because it does it very well and it's one of the strong points so I figured why not let's stick with a theme and we'll create an evening foggy Road with a vehicle on it that's wet from the falling snow I thought it's kind of cool so let's open up the HDR map a minute on the mount so we're gonna go ahead and click on the color here change it to environment texture just like cycles you can see it's purple because there's no texture and we're just going to open up that texture the HDR it'll be a link in the description for it but this is just an HDR from each deer Haven Shanghai bound sinking hi I think it's called go ahead and open it up give it a second and then you can see we ever HD are loaded and it's already rendering perfectly smooth in real time and you can see it looks pretty cool alright so first off you'll see that we have a material already added here just ignore that will be recreating the de materials so don't worry about that material that's showing up there and yeah let's go ahead and turn down the intensity of this a little bit we can go to our strengths here tune it back a little bit we'll go down to about 0.5 how's that looks a little bit more evening ish and then I want to rotate the HDR round so we have the cities in the background here and the trees more on this side so to do that again it's just like it is in 2.79 using cycles I'm just going to go ahead and split my window by grabbing down in the lower corner here dragging over and we're gonna change this now to our shader editor let me see right here so this is something a little different already in 2.8 is the option is up here instead of I think it used to be down here so you want to just get used to that it's up at the top corner instead of the bottom corner and now it's going to be the sheeter editor that we want to grab there we give ourselves a little bit more room here and I'm gonna hit T to close off our end it close off the properties tab there now because we're changing the world settings we're going to change it from object right here in the drop down now to world change that to world and then all we have to do is scroll out a little bit until we see our nodes here because your HDR is plugged in there and just like you would in cycles we're gonna add in an input a texture coordinate and then a vector mapping node all we have to do is connect the generated to the vector and the vector to the vector speaking about vector I like these vector curves the straight lines I know you could have set that up before but it's just a default now in 2.8 and it's cool I like it it's a little cleaner looking so now I just want to rotate our HDR about 180 degrees so I'm gonna rotate it 180 along these z axes right here you can see that we have it we got some cities in the background and we have the trees to our front to there pretty cool so that's it for HDR for now and let's move on to some materials so let's start with our road I'm gonna start with this or Road that's kind of a beat-up road I have a few like grungy spots on it there's some puddles forming obviously doesn't drain very well so I'm just giving myself a little bit of space here make this window a little bit smaller here so we don't need too much room for our ground texture and I'll have more of them to work in my shooter editor here I'm going to change it from world back to object and I'm gonna select the ground here we'll go to our material editor here we want the road material there and I'm just gonna go zoom a little bit we should have a basic principled shader this is the basic a default shader now for Evie and what I'm gonna do is I'm going to first enable the node Wrangler add-on which is already compatible with 2.8 that's pretty cool a lot of the add-ons need to be updated for 2.8 but the node regular is already done oh that's another thing the user preferences now is in the edit menu so that's we can have to go to find your add-ons so go ahead to your add-ons there we'll start typing in node regular and there's our add-on now it's a good time to save just because I'm thinking of it and it's good to constantly be saving just because 2.8 is in progress there's gonna be some crashes here and there and stuff I've noticed that it's not been that bad but you will have an occasional crash so make sure you save often all right so starting off let's go ahead and now we have that node Wrangler add-on enabled so it'll help speed up our workflow a little bit here I'm just gonna go shift a adding a texture add image texture I'm going to open this up and this is a PBR texture I believe this one is from textures dot-com I'm not positive it could also be from texture Haven either way it'll be linked in the description those are my two go to websites right now for PBR materials and this is an asphalt material and I'm just going to go ahead and open up the albino color texture here this is going to be the base color for our road so we connect that to the base color there and you'll see right away it updates immediately and Evi and you can see exactly what you're getting and it's pretty cool about the texture needs to be scaled way down as it's way too large so all I need to do is just like I did before with our environment map I'm going to add in a texture coordinate and then shift a add in a vector rapping and just like in cycles we're gonna use the UV here and just like in cycles you can change these coordinates but what's super cool is you see a real-time response to every time you change a scale you could even animate this and see it in real time happening in your your viewport so that's super cool now the scale of this I think is about twenty by twenty that I found look good so you go ahead and do that and you have a nice fine sort of rock texture there it looks pretty cool maybe a little bit bigger maybe this could be a little bit bigger rocks in the asphalt there and it's kind of cool we'll go to an 18 all right so next up we need to add in the normal map for that so I'm gonna go ahead and duplicate this texture here and we're just gonna change it I'm gonna click that button there to the normal map here and then I want to change it from color to non color data as this is what you want to use for your roughness your bump and your normal Maps because you don't want it to be color it's non color data connect the vector to the vector and then go ahead and shift a we're gonna add in a let me see it's a vector a normal map drop the color into the color here on your normal map and then you want to choose your UV map there and you can drop the normal into the normal on your PBR node and give it a second and there you have it you get normal mapping shown up already on your object that looks really cool we really don't have to tweak any of these settings so you can make it even more intense if you wanted to but I'm gonna leave it at one for now as I think that looks like a cool road but it looks like a really nice road and that's a problem we don't want a really nice road we want kind of a beat-up road so we're gonna solve that in a second here let me first go ahead and add in the roughness map so the roughness map I'm just gonna do the same thing with duplicating our texture we'll go ahead and duplicate our texture that we already set to non color data connect the vector to it and let's go ahead and open up that a roughness texture right here we'll plug this into the roughness on our PBR principal shader node here and you can see that we have very little shine and this is good for maybe a you know stunning afternoon texture as it's flat and you'll have much reflections but this is this is a wet road and we want to make it look wet so to do that we're gonna control our roughness here with a color ramp I'm gonna drop in a converter color ramp and using this we can go ahead and increase the amount of wetness on our road now I found flipping the values here looks better so I'm gonna click that button to flip the coordinates and you can see this already looking super wet I'm gonna want to cut that back a little bit so I'm grabbing my white bar here and pulling it in a way so you can see it looks a bit better it gets some of that reflections off your HDR map and stuff but it's not it's not coming across crazy strong so I think that looks let me see here I'm comparing it to my finished scene here I think it looks pretty good you could actually bring up obviously bring this down a little bit more yeah and then you can bring up the blacks here a little bit and you get just a little bit more of a sharp reflection that looks real wet and that's looking great that's all we have to do for our rock texture now it's time to break it up and make it look like there's two materials interacting with each other here and to do that so this is our basic material for our asphalt here but I want some potholes in that so what I'm gonna do is I'm going to grab our whole material here justbe and grab it all and I'm gonna go shift D and pull it down here so we have two of the same materials essentially I'm gonna change the textures now on this one over to a dirt kind of pothole material so I'm gonna start with our albedo material here let me jump back here I'm gonna go to our rough briquette material and if I click this button here and I believe this one is from texture Haven again it'll be linked you can grab your Brown mud there and then that's gonna be our color and if I go to control shift onto that shader you can see what the brown mud is looking like you can't really see it too well until we change the normal map so I'm gonna go ahead and do the same thing for the normal map there grab our a new material here the rough brick and then grab the normal map for the rough brick right there and now you can see we're really getting some muddy looking textures there it's looking pretty cool same thing with the roughness we have to grab that rough brick roughness map so brown mud roughness right there and then you have it have some real looking gross looking mud and it's looking pretty cool now the one thing I found I wanted to do is I wanted to not have this texture tiled as many times someone go ahead and change my mapping note here to 14 and you can see his child a little less and it looks like wet mud and it's pretty cool again I just like saying mud it looks like mud so I'm gonna go ahead and make it a little less reflective here by cranking down the black and pulling the white over a little bit just as it's a little bit over the top reflective right now I think something like that and then you can also take this value and make it a little less black and I'll take away a little bit of the sharpness of it of the sharper flexion to it so I like to do that just make it a little less intense thereby making that a gray or color and let's combine these two materials now to get ourselves some potholes so to do that it's first going to need a factor of what should be pothole and what shouldn't be and to do this we're going to create a very simple noise texture little texture noise texture right there we're gonna drop in a converter color ramp right here and connect the color to the color ramp this is the little combo node that I use all the time a texture node texture in a color ramp go ahead and jump to that by ctrl shift left clicking on that color ramp and with node Wrangler you can see it happening in real time here then I can go ahead and grab the blacks pull them up grab the whites pull them down and you might have already guessed this is gonna be our mask basically between these two materials now I want to change the scale to be a bit more large a little bit larger something about a 15 or maybe a 10 would be better so we have some potholes there and looks looks pretty cool everywhere it's white is gonna be a pothole so we might want to crank the whiteness down a little bit make it a little less intense and then we can give a little bit of detail to our noise texture here just to make it look like it's a little bit more cracked and detailed and that looks looks pretty cool maybe just a little less pothole still something like that looks pretty cool and that will be our factor so now with our two node setups here I'm just gonna add in a color no I'm sorry a shader mix shader' the bottom mud is gonna go in the bottom of our mix shader' here and our top asphalt is going to go in the top here and our noise texture with our color ramp is going to be the factor to drop that into the factor and now when we connect our shader up to our output I'm just a control shift click it you can see give it a second two updates and problem you can see here that we now have little potholes of mud here these areas that are dirty look in right here and then you have your asphalt material everywhere else and this is what's controlling the intensity of the mud and how much of it is in your scene so for this to really look like a pothole it needs to be kind of sunken down into the ground and we can do that with a little bit of bump mapping so because we already have this texture here and we already have a normal map right here in our mud material all I have to do is give ourselves a little bit of room here shift a and in a new vector and this one is going to be a bump node you just drop it right in there so the normal from the normal map is connected to the normal on the bump map and now we have this height option and this is gonna be what we use to control how high this pothole is so with that right there all we have to do is grab our color ramp and plug this right into the height option on that little bump node I'm just gonna drop it in right there make sure I got it yes I did pull it over a little bit here so we can see it might help to kind of pull these nodes down to the middle here just so we can kind of get a little closer in and you can see the right now it's being popped up on the ground like it's coming out and we want it to be the opposite direction so we can go ahead and click invert on our node there and give it a second to update and that's about do it now we all have to do is tweak the settings on our bump node here take the strengths down to about 0.5 so it looks a little less intense and then take the distance down to 0.5 whoops strength down to 0.5 there you go and you can see that we have what looks a lot more like potholes now in the ground you can control the strength however you want pick something that looks cool you don't want to go too strong though and yeah that's looking pretty cool these potholes a little too small so you can you always go up here change your scale bring them down to about a seven or so and yeah kind of distribute the potholes differently if you want a different look but I think that's looking that's looking just alright and that's gonna do it for the potholes now the one thing that's left is most roads have a few painted lines and I'm especially if it's a bridge like this might be here so we need to throw some painted lines on there and it's stead of using the new texture painting tools that blend a 2.8 has I'm really excited to actually jump into those but I'm not going to do that for this tutorial because there might still be changing and stuff and I'm just going to do kind of a simple chibi way for this and that's to use a texture I'm just going to grab a road texture here so we want to add this texture to our asphalt right here so must we go ahead and duplicate our asphalt color texture here and open up a road texture real quick let me jump back here yeah basic roads texture and what I'm gonna do with this is I'm going to duplicate the mapping node as well so we can control where it's placed on our scene I'm just gonna drop it right in here and I found the values for this are 1.25 this is something you can play around with of course if you need to and three now if I drop the vector into this vector and ctrl shift click that Road texture you'll see we have roads of course they're running the wrong direction and that's because you need to rotate it 90 degrees on these Zed right here as well so then you can go ahead and play along with the location here just to get it lined up or right on your road find right about there looks right a little bit off it's about a 17 point two meter if you guys are wondering a negative seventeen point two so there's the settings to get the texture lined up on this scene pretty simple 1.25 3 rotated 90 degrees and then tweak the location so once you have that color laid out here all we have to do is use a color let me go color mix RGB drop it in there I'm going to change this to difference and I'm going to connect this then to the bottom and then using this I'm going to control how much color is kind of added to our scene here if you take a look at the texture now you can see we still have that asphalt texture with the color kind of overlaid and that looks pretty good if I go to my final texture here you can see we have the colors over with the potholes kind of interrupting the the paint a little bit here wherever it's let me see right here where it kind of overlays it a bit and it's looking pretty cool we got we got a beat-up road here that's looking very wet so you can leave your texture like this and it would look really good but there are two things left that I want to add to this and that are some cracks and some puddles so both those things will make this look really cool I mean it looks it looks pretty cool as it does right now but we can make it look even better and that's some cracks and some puddles so you can see our material note here is already looking pretty impressive but we can make it a little bit better without really adding that much more work so to do this it's pretty simple we're just going to first of all let's steal a texture coordinate and a mapping node here real quick I'm just gonna shifty those up here for one last texture and that's gonna be a crack texture I'm gonna go shift a or actually let me just duplicate this texture right here connect the vector up right there and let's open up this last texture this one's from CG textures and I'll link to it in the description but it's a grunge map secure I'll show you guys what it looks like its cracks like you see here and that actually looks like it's mapped pretty well across our scene and I just want to stretch it in a little bit on the x-axis here take it down to about a 15 so we have it a 15 18 all right so now this is going to control the bump values on our two different nodes so I want to throw this into a color ramp first so I'm gonna go converter color ramp right there and I'm just gonna pull the whites up a little bit more so it's really masked nicely there as you can see here we have it masked in there pretty well and this is going to be the factor to add some bump to both of these shaders now the one thing is it looks way too repeated though and that's a problem so to fix that what I'm going to do is I'm just going to steal the little node noise texture color ramp that we created here and like I mentioned earlier I use this a lot I'm just gonna go ahead and shift D it so we copy it up to the top here and I'm gonna change some of these factors a little bit give a little bit more detail a little bit of distortion about 0.4 and then make the scale maybe we'll go for something take a look at that and you can see it's a nice sort of noise texture across our our image there maybe a 4.5 4 be good and I'm gonna take this and go color mix RGB and we're gonna multiply the black values over our texture here to make it less repetitive looking so to plug this into the bottom or into the top here I'm sorry and you want this noise texture in the bottom we go multiply them to a factor of 1 and if I control shift left click that to see what happens we only have that cracked texture in certain areas across our scene I think it looks just just fine so with that said and done all I have to do is for our normal map here on our asphalt texture I need to add in that bump map just like it did on the on the bottom dirt texture down there the mud I add in that bump node there and all I have to do is connect this to the height with that dropped in there we wanna choose invert again and you can take the distance down a little bit and the strength can stay around 1 maybe just under and if we go to that texture now you can see that we have cracks in our road and it looks it looks pretty cool we can again take the distance down a little bit more to make it a little less strong and maybe a little bit higher than that the 0.4 and then we'll take the strength down to about 0.5 so we have some nice cracks in a road and then let's go ahead and add those to the mud as well so down here we have our mud our bump node here for the mud already and all I want to do is add this to our bump texture that's already here so to do that I'm just going to add in one more color makes RGB drop it or right in there and I'm gonna change it to multiply this is gonna be black in the bottom and this is going to be the factor of what makes this black so essentially I can take our cracks texture here now I can put it in as the factor and if you look at this this is going to be now the cracks it's going to be the factor of what black is so basically it controls what is black in the image now it controls what is added black so if I go to this texture here by ctrl shift clicking you can see it's just our cloud texture that's controlling where our mud is but now I click on it and we have our black cracks going through it it's not real visible you can see right here but it's working and if you want to make it more visible what you can do is just drop in a very simple converter math drop it right in there change it to multiply and this basically just changes the intensity of the value so if I cranked it up to something pretty high like a 10 you'd see it's nice and visible now as that factor is multiplied by 10 so there you have it very easy and I know it looks a little confusing but it's very easy and if you guys need to pause the video at any time go ahead and we have a super sweet looking realistic road here that has mud it has cracks it has paint it has bump maps and reflections and everything you could want but does it have puddles no and that's because when I add the puddles right now so for the puddles we're going to yet again steal our a little noise texture and color ramp node set up here and I'm just going to shift D it down here towards the end of our node tree now which is looking quite impressive I might add and I'm gonna go ahead and drop in a mix shader' here so shader mix shader and now I'm gonna drop in a colossi shader this is gonna be what controls the puddles so finally adding a new shader in and it's gonna be the glossy shader now I want this to be a very sharp glossiness not a rough glossy as it's gonna be more reflective if it's sharper so I'm gonna turn this to about a point zero three so it'll be nice and reflective in those puddles and now this is gonna be the bottom shader here so you can go ahead and connect now we want this noise texture to be controlling where we have puddles of course we don't want to be exactly where this cracks so I'm gonna go ahead and change some of these families a little bit I'm gonna give it a little bit of distortion now we'll give it about a point two or so I think would be good and I'm gonna go ahead and give it a little bit of a different scale so we'll crank the scale up a bit I know if I jump to here I'm just going up to about an eighth so we have some random puddles now if you jump to here we can control exactly where those puddles are the white areas will be the puddles and the black areas will be our ground and you can see that I was looking I was looking pretty good maybe a little less detail as the puddles are a little bit too detailed to be realistic there so we'll tape it down to about a three and only beating it to and that's looking that's looking like some mud puddles right there so all we have to do now is this is going to control the factor the white value so if you don't want these puddles to be a hundred percent like boom in your face you can take this down to a gray or color there and it will control a factor as if it's black you'll be completely gone and if it's Y it'll be a hundred percent there and then we just drop this into the factor if I go to our mix shader' there you can see give it a second update here that we have puddles everywhere that this texture is let me quickly save our project there and I'm just kind of giving it a glancing reflection here you can really see where those puddles are and of course in changing this intensity you'll see the spell's even more like right here we have one of those nice puddles and if I look at angle like this you can see that those poles are reflecting the city lights whereas back here we're not getting any reflections as that puddle is reflective because of this glossy shader so that's pretty cool right there and the last thing to make this look even more cool is gonna be to add a little bit of bump to our puddle so to do this it's just that convertor bump node that we've already used a few times just go ahead and add in effect your bump connect the normal to the normal on your colossi shader and then I'm going to go ahead and add in a color ramp and the noise texture just like we've been using and I'm gonna steal these two cuz I've been stealing them for this whole material and we're stop now so with that said and done I want this to be a very detailed bump as it's gonna be like little waves or little moist moist materials I should say an hour our little puddle here something like the scale about a 300 and then I'm just gonna open up the black and white to a little bit and I want us to have a decent amount of detail so I'm gonna give this about a 7 in the detail and then is the distortion can be pretty high we can go up to about a 2 and if we take a look at what that's looking like you can see we have like little wavelets like little disruptions in the water which would be in the puddles and all we have to do now is have this control the height and boom you did it if you go and look at your final result now you can see give it a second to load now believe it or not this is the most challenging material in this whole scene so if you can through this and have it fun you're gonna love the rest of this video just so you're not feeling intimidated at this point it's really not that hard but there we go now the details in that wave are way too strong so I'm going to crank the distance down to a point 1 so that's a little less intense and now I'm going to take the strength down to a point zero three something very small but you can see that there's still a little bit of that detail now in that puddle if I crank the strength up it totally gets way too detailed but just a little bit gives it the look of water and that looks pretty cool so there we have it guys we have our ground our color our cracks are puddles or mud everything adding up to make Eagle really cool-looking material here alright now we'll wrap up part one of our little two-part tutorial series where we learn to use blender 2.8 CV render engine I hope you're having fun like I am and if you're ready to start rendering of that car and some of the awesome lighting in the remaining of the scene go ahead and check out part 2 it should be up already there'll be a link on the screen somewhere and I'll see you over there bye
Info
Channel: CG Geek
Views: 272,984
Rating: 4.867322 out of 5
Keywords: eevee, Blender, 2.8, Blender 2.8, realtime, render, pbr, materials, realistic, blender guru, CG geek, beginner, fun, easy, how to, learn
Id: 9Xfh_vTPZrk
Channel Id: undefined
Length: 32min 43sec (1963 seconds)
Published: Wed Oct 17 2018
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