pranjal1989 writes:
The past week has been all about UE5 and its powerful realtime rendering capabilities. I decided to test out Blender's own realtime engine called EEVEE. The fact that you can change the lighting in realtime is a huge advantage in art directing a shot.
The Megascan library got updated with the Limestone Quarry assets. Apparently same ones used in the demo. I was able to quickly export those assets and rebuild the shaders using the Quixel Bridge and Blender Link. Used 8K textures on the rocks with normals and displacement.
Sourced the very detailed Lion 3d model from MyMiniFactory. It has a fantastic collection of 3d scanned data.Thanks for checking it out.
21 Comments
nice job! it almost looks like there is some dynamic indirect lighting happening when you change the light, is that an illusion or some clever hack? to my knowledge eevee's indirect light probes are baked!
Hey Pranjal!
Hey everyone i know this guy!
sure you do. You taught me blender
Tell me if I'm wrong, but eevee need high teselated geometry to take advantage of displacement maps, or?
Not like Cycles that can use a low poly geometry?
I suppose Unreal use low poly geometry with displacement map to create high detail as a game engine?
No. There will be no more need for displacement or such things at all. I also don't get the purpose of the video. The whole point of the UE5 Presentation was that literately raw high poly geometry can be dorectly importet to the engine and perform without any Problems. So I think the video misses this main point.
Thanks for your comments. As I have described in the description, the purpose of me making this piece was to experiment with Eevee and see how it handles high resolution textures. There was no intention of comparing Eevee to UE5. Both are completely different pieces of software and it will be unfair to compare them.
Tell me if I'm wrong, but eevee need high teselated geometry to take advantage of displacement maps, or?
Not like Cycles that can use a low poly geometry?
I suppose Unreal use low poly geometry with displacement map to create high detail as a game engine?
This is stunning!! do you have website that i could follow your work??
Thanks! You can check out my website at http://www.robustvfx.com or just subscribe to my channel.
LOL! XD Loved it!
The Problem with Eevee comes after one million of textured objects in scene :P but for a demo like this it can stand up to Unreal Engine 5 for sure!
Thanks! Unreal technology is way ahead of Eevee. There is some crazy algorithm beneath how that software handles high-resolution geometry.
I'm assuming this involves a third party addon? I can't find that atmosphere panel anywhere. Thanks for letting us know about it, also the render looks amazing!
:) The atmosphere It's just a cube, englobing the entire scene, with a Volume shader! Volume scatter or Principled volume, any of these will work to obtain the same effect.
Interesting! How are they getting the realistic change in sun color and intensity then? I'm assuming it requires a complex driver setup. I did in fact create such an automated atmosphere myself for a project I'm yet to publish... had limited success so far.
After close inspection, all points to be this add-on: https://blendermarket.com/products/physical-starlight-and-atmosphere
So... yes, you are correct, in the demo it is an add-on, but it can be achieved without it... it would give more work do
hello and thanks for the demo
I saw that did UE5 for these realistic demos, and I wonder if Blender can do the same with eevee, it's the same thing, thank you,
what is the configuration of your computer
Thanks.
I am on a 1070ti and a 960ti. Nothing crazy.
Hey pranjal,
Just here to say hi :p
Hey Jude! How are you man?
im doing great :) , hope your doing the same
Blender is always good for rendering and animation software i used another modeling software but i always use it for rendering.