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The Forgotten | Blender 2.8 Eevee Realtime Render

21

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.

About the Author

Pranjal Choudhary

I have worked professionally as a Digital Compositor on feature films, short films, and commercials for 10 years.Another fulfilling experience has been teaching compositing at Pluralsight. Often times I like to develop tools that increase efficiency in day to day Nuke workflow and also like to dabble a bit into 3d with Blender. Playing the guitar has helped me retain my sanity in this crazy visual effects universe.

21 Comments

  1. 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!

      • Stefan Holst on

        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.

  2. Stefan Holst on

    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?

  3. 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!

  4. MirceaKitsune on

    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!

  5. 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

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