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A Look at Eevee: Blender's Realtime Rendering Engine

10

Remington Graphics takes a look at Blender's new Eevee engine, and specifically at the PBR capabilities.

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

10 Comments

  1. This video still fails to explain some fundamentals:

    a) Do we have to create new materials for Eevee or can we use Cycles materials? The thought of having to recreate all my material libraries again is horrifying (already did BI > basic Cycles, then basic Cycles > PBR-style Cycles).
    b) If the Eevee viewport looks so good, will we be able to simply click a pseudo 'render' button, and dump out the viewport camera view to a video or image sequence - just like the current 'OpenGL render active viewport' button in 3D view? This is absolutely critical as it could mean producing interim work-in-progress animations in minutes rather than hours.

    I apologize if it's not yet even possible to answer these questions, but having watched a few Eevee videos all I'm learning is it's 'cool' and 'awesome' :-)

    • I don't know about b) but from what I remember of the video from Blender Guru about the Eevee viewport is that the guys working on Blender are trying to make it so that materials from cycles can be translated to Blender Render and Eevee just by changing the engine type on the top. This also works the other way (i.e. Blender Render or Eevee to Cycles).

    • In the video he said yes for both of your questions. He said that the blender developers will make to match all the materials between render engines, internal to evee, Cycles to Evee, Evee to cycles and so on, so you can use any texture and materials in any render engine.
      He also added that you can make a render from your real time render.
      This is what I understand.

  2. Hi
    Amazing
    What are requirements for this ? On q6600 and GT8600 very laggy (i know old PC but 3.3 openGL support) just asking, not offense :)
    Greetings

  3. This is very awesome, I hope to not bother with any of my questions:
    -¿Will this nodes be compatible with modern Game engine materials like Unreal engine or Unity?
    -Will we be able to "render" with passes? That would be so useful!

    Whichever the plans from blender development, this are great news for the community!

    Greetings.

  4. This is so exciting, it's amazing to see how far blender has come and where it's going. As an Indie game maker, what I really want out of this is the ability to bake out the textures. I've tried it and the lighting is more than adequate for my needs. Man would I love to bake out textures in the time of a blender render, instead of days sometimes in cycles.

  5. it seems like depth of field would need objects with depth.
    you were testing depth of field on an hdr sphere, i think...

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