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Toy car, Eevee Test Demo

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Nahuel Belich writes:

I did this exercise around February with a green toy car model, now in September with this other red model to see the progress of the software and its actually really impressive and spectacular stable for an alpha software, Does it crashes?, yes it does, but its actually possible to work with it.

There are however at the moment some things to keep in consideration in order to use Eevee in projects, this are a few things i notice.

  • HDRI in Eevee doesn't project shadows, so areas like the wheels may look like there are floating but all four wheels are in contact and trough the floor object.
  • At the moment in this scene, not sure if it is a bug or need more development or something wrong in the set up but using Depth of Field + (camera) Motion Blur + having geometry against the environment HDRI it generates a weird halo around the model, i had exaggerated the post production effects to go with it but its easy to notice in the second shot when we look the toy from the side, in the rear part there is a yelowish halo all around the geometry.
  • Render its slower than viewport preview, but its worst if an uv/image editor its open previewing the render, to render animations be sure to use some image sequence format as usual and not have any editor previewing the render, we are talking about second added per frame, but when the render to disk its five or more frames per minute, each second counts. Im not sure if at the moment render can be triggered from command line.
  • Bind camera to markers its working fine! Around minute 3:20 its shown how to use markers to bind active camera to certain time, with Eevee its possible to basically edit the movie or the shot if it too complex real time.
  • No geometry its animated in this shot, this is important, a big part of the speed its that everything its camera movement, no vertices deformation or object movement this means that all the work its being done by the GPU, with the new dependency graph in the future these cpu bottleneck are probably being tackle some how but at the moment keep in mind that a character or objects being deformed are going to eat some or a lot fps's (frames per second)
  • Eevee Its not raytracing!, using Light Probes properly increases the visual quality a lot, be ready to, mmmm ejemm lets not say lie or fake, lets say "to put some thing where it shouldn't be" in order to the final image look good, twist things a bit its part of the job :) this particular scene was really straight forward but not all scenes are as simple as this one.
  • A nice GPU to run and render in Eevee really helps, in this particular situation i have a nvidia 1070 (basic) this is not a requirement, something more low end will work, in some OS's an Intel 3000 on board cards can run it, more or less, as long as its updated to run open gl 3.3 but better the GPU better Eevee runs.

If you want to test Eevee "Builder.blender.org" provide us with fresh daily builds of Blender 2.8, just keep in mind that Blender its in Alpha stage, if something its not working as it should bug tracker its not open yet for that kind of reports, but if you find consistent crashes that can be reproduced consistently every time, those can be reported.

Cheers and happy blending

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