It's good to see that even if Blender takes 2 steps back, at least they're taking 6 steps forward. I think I can live with that. Shadows from HDRI's in Eevee is FANTASTIC and I've been begging for it for a long time now
@Alex-wg1mb3 ай бұрын
does anybody has problem with transferring preferences from 4.1 to 4.2. After it is done addon and extensions window are blank
@Raimund583 ай бұрын
@@Alex-wg1mb If you don't find a solution, best to write a bug report. Else, they can not improve it.
@Alex-wg1mb3 ай бұрын
@@Raimund58 Dug almost the same report, using some workaround until final fix
@swaz99443 ай бұрын
realtime displacement is a really big thing in my opinion, especially if you look at programms like gaea or world creator, who all utilize map displacement for insane terrain generation, just immagine beeing able to paint in a little house into the displacement and see it realtime, could be super awsome for big enviroment shots, with cycles it was always a pain imo
@afrosymphony82072 ай бұрын
but the thing is how hard will it hit compute power though cause i'm not a beefy laptop with a gpu. no one is talking about this in their videos cause most of them have gpu
@fabbrobbaf3 ай бұрын
Let's hope post-process bloom will get much more love!
@kenziemac1303 ай бұрын
Things like tint, clamping, and fine-tuning the threshold can be done by adding extra nodes. So the node replacement is just core functionality, you can customize it further than the post effect.
@a_d_a_m3 ай бұрын
the “fog glow” mode also has more options
@Ericaandmac3 ай бұрын
@@kenziemac130Of course everything can be done by most basic image manipulation nodes. but why do we have bloom node? you can make it by levels and blur nodes as well , you will use levels to make highlights bright then blur it and then make a node called bloom, thats how people do in adobe premiere etc. if no bloom node exist., and for blender, simple things like vignette was never easy to do in blender for long. So its a big time loss. Therefore point is same goes for those extra settings for bloom, so its wrong to make people be node or image manipulation expert to do simple things. There will be various usermade nodegroups that cause lack of standards, its always better to have best or standard implementation of things Compositor is always longer way to do things for simple post processing due to the fact its missing many pratical nodes . They should just add same settings to compositor at least, its not that hard
@Ericaandmac3 ай бұрын
yes they always downgrade and we wait for love so they fix something to old version. Even commercial softwares make old settings legacy for long time so people wont feel suddenly that a setting they always use is gone. Thats the only side commercial softwares are better. They dont easily get rid of some features by big changes
@fabbrobbaf3 ай бұрын
@@Ericaandmac or deliver it in a node-group
@atdynax2 ай бұрын
The thing with the eyes is quickly fixed by going in the settings tab of your cornea material and set th rendering method from Blended to Dithered and activate Raytraced transmission.
@Ironpants572 ай бұрын
This frustrated me to my core until I figured it out lol. Easy fix in my opinion. Though for addons, it will be a little different. People would need to wait for the addon developer to update their addon for 4.2.
@brentcozza42323 ай бұрын
This is what I've been waiting for. Unreal Engine was always too much of a learning curve for the stuff I do so seeing EEVEE start to catch up is super exciting!
@cgboost3 ай бұрын
Great video, Martin, thanks for sharing, very useful. Love the new HDRI lighting and shadows and realtime displacement. 🤩 ~Zach
@MartinKlekner3 ай бұрын
Glad you enjoyed it, Zach 🤩
@rajarajanmanoharan3 ай бұрын
Not having Bloom, Refraction and Ambient occlusion settings are a deal breaker for me. Will not upgrade to this anytime soon.
@cactus22minus12 ай бұрын
Same for me, unfortunately. I work with a character asset 2-3 times a week that needs refraction.
@Villager_UАй бұрын
The dev really thought that it would be great to merge all settings into "raytracing" option And the raytracing itself is just SSGI :/
@JordanWilliams-vh6em3 ай бұрын
I didn’t realize this was going to be such a big update. I’m so excited now.
@a_d_a_m3 ай бұрын
if you’re still having refraction issues after turning on raytraced refraction in the *material settings*, setting thickness, and enabling refraction eevee setting, and also making sure the material is no longer set to use the “alpha blend” mode… it may be that the shader is not using the standard PBR shader? some networks/nodes might not work properly in eevee. You may have to remake the material with a more simple basic PBR setup. But refraction definitely works.
@JamieDunbar3 ай бұрын
HDRIs with proper shadows!! I think I just had a nerdgasm 😳
@BillyCobbOfficial2 ай бұрын
No bloom is a big upset
@HarrisonBorbarrison2 ай бұрын
When I tried to use the legacy version of Eevee, my Blender ran out of ram and crashed. I think it’s a Mac bug.
@NICK....2 ай бұрын
i hope that npr workflows aren't forgotten with this update. Most of the raytracing features are screenspace so they're discarded when using the shader to RGB node
@Роман-б6в9щ3 ай бұрын
Enable refractions in material propertions tab - render method Dithered - raytraced transmission And For bloom also was not lost a lot of settings, each setting can be repeated in the composer and change colours, just need to add a little more than one node, but this can be fixed by creating a group of nodes once and saving the project, maybe they will add in the future at once preset for bloom likes a eevee olds
@MartinKlekner3 ай бұрын
Thanks! Oh surely, one can achieve the same effect adding more nodes, still, having the same options as in the old Bloom menu right away would be nice :)
@CGSTUDENT153 ай бұрын
May be u cou do tut on these node's 😅@@MartinKlekner
@xalener3 ай бұрын
@MartinKlekner if they're completely changing the workflow under the hood, a redundant boom would only hurt things.
@Ericaandmac3 ай бұрын
@@MartinKlekner yes who cares about workarounds, then we also dont need bloom node cuz people can do bloom from blur and levels or exposure nodes easily so noone need bloom node as well (or udont need color ramp or map range node cuz u can do it by math nodes) (or we shouldnt have gotten principled bsdf, we can use blendergurus pbr shader groups). , the point is not wheter u can make it nor not, its about official implementation that is standardized for all users without always making things yourself and doing things easily and not getting downgrade from previous workflows..
@vladartiomav24733 ай бұрын
@@MartinKlekner Or may be instead of a redundant node, the greate thing would be to have nodes presets. Finally. Personnaly I find that Blender is lacking a solid global presets system. It's good to pull information from data blocks of other projects, but you literally have to organize folders by your own and keep track of them all. In Houdini for example you can make everything a preset, so next time you open a new project, you have you preset for anything right at one or two clicks away. And not even talking about HDAs.
@PrinceWesterburg9 күн бұрын
Complete game changer! I've got 30 years in 3D and I'm totally used to trying to keep render times down to under 10mins a frame, 5mins is optimal but this.... THIS!!! :D Transparency: Material | Settings | enable 'Raytraced Transmission'
@CreativeShrimp3 ай бұрын
Great job breaking down the changes Martin! Awesome work as always. :)
@MartinKlekner3 ай бұрын
Thank you! 😊
@mrdol3 ай бұрын
holy smokes... this looks fantastic :O My new years resolution was to start learning UE5 for it's real-time rendering, but now I think I will reconsider ;)
@ChatterBoks853 ай бұрын
DEFINITELY learn Unreal bro. Blender does not even come anywhere close to rivaling the kind of technology in UE. Everything you're seeing here is grounded in incredibly dated screen space technology, something Unity and UE were already doing as early as 2015. If you want to be able to render massive worlds in seconds with trillions of polys, and GI nearly on the level of cycles without having to worry about so much CPU bottle necking, you definitely wanna go with the tool that is leading the industry right now. As a Blender user myself, I can't even begin to explain to you the benefits of UE5 over Eevee because there is just so much to cover. It's one of those things where you cannot fully understand it until you start really using UE, and then you'll be saying to yourself: "OMFG, why in the world did I EVER try to do this in Blender!!!??" Take the leap as I did, and I promise you that you will NOT be disappointed. UE is not as hard as you think it is, its actually very easy once you get used to it, Unity is fantastic too.
@JustCallMeElGamer2 ай бұрын
I really think to download the new version, it has now amazinf performance because now it is using more gpu (especially AMD gpu) and eevee seem more better, I just hope they add back ambient occulusion, bloom and other stuff since it was very simple to understand what they did
@longshot90583 ай бұрын
4:50 for the eyes not refracting. Change the alpha blending to dithered instead of the blended option in the material for the eye. It should fix it hopefully.
@pshethia012 ай бұрын
Kindly request your subscriber to donate to blender.. even a small amount from all of us will be helpful in faster development
@ahmedouardani23702 ай бұрын
Great work to Blender dev team ❤
@True-VFX3 ай бұрын
The bloom in Eevee (while useful) was woefully limiting, regardless of the amount of sliders it has compared to glare node. You need to use render passes to get the most out of the compositor and using a diffuse direct and glossy direct with glares nodes gives you way more control over surface bloom than before. Using emit and environment pass will give you amazing results for light glare.
@3d-illusions3 ай бұрын
You can replicate the previous bloom without much effort with a few extra compositor nodes. Using the compositor for stuff like that give you so much more power, that it's actually quite frightening 👹👹🧛🧛
@justingroats99632 ай бұрын
Wish we can get camera culling for Eevee next
@homelessperson54552 ай бұрын
The quick real-time bloom option was really important for testing ideas and designs quickly.
@yusuftan14743 ай бұрын
Nice sneak peak thanks. Didnt have any chance to give it a try but the lighting looks so much better now and this is just a beginning. But what do you think about cycles vs eevee for realism. Could eevee rival with cycles with new ray tracing feature?
@Maarten-Nauta2 ай бұрын
Exciting, I only use Cycles atm but man Eevee is coming up quick! And im happy to see these realtime renderers getting stronger.
@xalener3 ай бұрын
Take the image output, hit it with rgb curve to clip the blacks down, blur it, blend it over the original image on screen mode, there's your bloom. Done.
@MartinKlekner3 ай бұрын
Not the point. Of course, there is milion ways to do it. Previously, though, it was more convenient and with more immediate options.
@choo_choo_3 ай бұрын
@@MartinKlekner They don't get it bro. They just don't. I feel ya tho. Shame that they nixed it.
@onnevankenobe3 ай бұрын
I strongly disagree with the bloom refactor, it was really nice and convenient as it was in 4.1. Big mistake in my opinion
@xalener3 ай бұрын
@@MartinKlekner I can see the immediacy returning with the use of the library system to create a sort of post fx layer stack, with compositing node setups packed up as assets. There's no real evidence that this kind of solution is on the horizon, but it's the only reason that comes to mind that they'd remove the previous one click solution.
@RomboutVersluijs3 ай бұрын
Ow that's a good tip. But you get ghosting is I'm correct. I know this sort of effect from photoshop. You still see the sharp edges. Unless you can make some kind of mask for edges
@cg.man_aka_kevin3 ай бұрын
Damn, HDRI shadows???!!!
@radhe28763 ай бұрын
I've waited so long for displacement to work in EEVEE. Hail Blender.
@Ericaandmac3 ай бұрын
Hope someone make addon for old bloom
@owenjenkinsofficial3 ай бұрын
HDRi Shadows in Eevee Next don't seem to be working for me. I just get a weird shaped shadow on the side of my geometry instead of cast from objects occluding the HDRi light. I have the latest 4.2 beta download and have tried multiple HDRi's. Any idea of another setting that needs to be changed/checked?
@patrickcasella3 ай бұрын
Wow, I can’t believe they changed bloom. Used it on most of my eevee renders 😭
@Ponlets24 күн бұрын
refraction doesnt work for me anymore i use refractive eye materials with my characters but now i cant use them
@heckensteiner47133 ай бұрын
I do miss the bloom settings :(. Oh well, still a great alternative render engine!
@CGIPadawan2 ай бұрын
I know that you need Light Probes still for objects outside of camera view. But what about Irradiance Volumes? Is it still needed to use it?
@Seugy25 күн бұрын
I think the "bloom downgrade" that you talk about, perhaps on the surface seems like a dis-improvement. But there is so much you can do by adding other nodes that do similar and more than the previous bloom did. Also the glare node is much faster than it used to be.
@trinumedia3 ай бұрын
Screenspace Refraction/Transparency and Refraction to Shader RGB is indeed missing and sorely needed to fully migrate..
@BenMartinBox2 ай бұрын
Besides the GLOW, something that is also bothering me a lot in "EEVEE Next" is the strain and power drain it puts on the GPU. My old GTX 1080, with regular EEVEE (Blender 4.1) used to render a specific scene in 7 seconds each frame, forcing the GPU to drain max. 170W. This same scene on "EEVEE Next", takes around 32 seconds to render each frame and forces the GPU to drain 250W (voltage peaks). I'm not very comfortable with such peaks power drains stressing my GPU. I wouldn't be very happy to damage my GPU just because of "EEVEE Next". I tried to use "Nvidia Control panel settings" to limit such power drain on the GPU but couldn't find a real scaling solution. Or it becomes to slow or top speed (with no power limits). It seems that there are no middle terms regarding GPU power drain, even changing the max. frame rater per app. By the way, thanks for your review.
@sharpededgeentertainment2 ай бұрын
this is hot maybe for my computer as well, but seriously, i can’t wait try out the final release of eevee next!
@bloodoftheunicorns262120 күн бұрын
I have a question should I get a 7900xt or 4070 it super if I’m only planning to use blender. Also I heard a 12 core cpu is the most I will need, is this true. First time building a pc and blender looks like fun.
@choo_choo_3 ай бұрын
The new realism is neat and all, but how does it handle NPR? Did they gimp it in hopes that Eevee will be the "we have cycles at home" renderer?
@syam.k.yenubari3 ай бұрын
I want a comparison video between the evee, evee next, and cycles... that would be great...
@MartinKlekner3 ай бұрын
Good idea for future video.
@thekolerotholi17832 ай бұрын
is the "raytracing" only screen space like the SSGI addon or is it the real thing? Also, could it possibly make radeon/AMD cards somewhat more viable? Blender benchmark doesn't really give much (if at all) info on how well eevee works for each GPU-type
@rdl84438 күн бұрын
1: have good feature 2: trash it 3: ????????? 4: profit!
@Cosmic-books3 ай бұрын
They also replaced subsurface scattering with a mix colour node set up. I'm thinking I'm going to take a pass at 4.2
@piotrfijoek10952 ай бұрын
With raytracing availablle in 4.2 for Eevee, I could switch from Cycles to this. It'd save me a ridiculous amount of time during the render of longer animations.
@horuscoming3 ай бұрын
They could get into improving performance of shader compilation and performance overall because it's getting worse every new release.
@RobertFletcherOBE2 ай бұрын
Bloom was a destructive effect, those sorts of things should never be burned into a render. That being said the compositor node should have had feature parity. Really though a bloom is just a threshold based extraction which is blurred, color corrected and then added with the original image. it should be very very easy to reproduce with a node network. That being said, If your aiming for realism you should use glare.
@collinshootquik3 ай бұрын
Where are some good resources for ancient Greek/Greek myth for places, characters and objects in blender? I really enjoy making them, I've already handmade some characters I'd like to put them in nice places
@markgabbidon58593 ай бұрын
None of this makes any difference for animation projects. The view port still gets bogged down very easily by just adding some polygons to the scene. There is no realtime animation playblack like in unreal engine, not even close. The real game changer for blender would be if they updated their view port to handle lots of polygons while maintaining animation playblack. Realtime render + Realtime animation playback. We are moving from blender to Unreal Engine because of that. Also they never updated their cloth simulation, which is so needed.
@rafario4482 ай бұрын
I can't wait for when they add full raytracing support for eevee (not only screen space GI) I'll retire Cycles completely from my workflow
@danielsantiagourtado34303 ай бұрын
Thanks For this! Love your content 🎉🎉🎉🎉
@cupidlsu3 ай бұрын
The compositor really needs work in blender because the results will drastically vary based on the output image resolution. Doubling the resolution thinking you'll get twice as many pixels for the same-looking image will be met with severe heartache. That the effects aren't all handled as a percentage of image size is extremely frustrating. The fact that the compositor can't even access the render image size settings is frustrating. I don't think you can even set up a driver to work that way.
@C_Corpze2 ай бұрын
Maybe I'll finally consider using Eevee now. The only thing we can't do yet is baking textures or using buffers I think, which would also be a neat thing to have.
@MultiTommytomtom2 ай бұрын
Anybody know about the progress on including panoramic or fisheye cameras in EEVEE next? I saw it listed as a feature they were working on a while ago but nothing else mentioned since!
@INSTICT_3 ай бұрын
bro nice video but the whole time i was focused on ur voice, ik this sounds weird but it reminds me of someone that would be narrating for the elder scrolls series 😭😭🙏🙏
@RomboutVersluijs3 ай бұрын
Wonder if they can uodate cycles displacement as well, since thats very heavy computing wise
@GARfearfakАй бұрын
if you desire a specific bloom effect, as well as the new hdri shadows, would it be pheasable to composite renderpasses from seperate blender versions, or would that just take to much time to be worth it?
@cyano3d2 ай бұрын
Please make a cinematic with eevee next to show off the new progress once its fully out from beta
@sudd36603 ай бұрын
i am stil waiting for hdr support in viewport, would go nicely with eevee next, but heard the apple shit is holding them back.
@gu98383 ай бұрын
problem with these tools is while they are cool they are VERY complex to learn and figure out., plus not only that but you have to have detailed assets to use it and if your like me and dont 3d model that can cost a lot to get AND worse that with marketplace assets other users likely already have it as well so what you have is not truely unique . this is where i think ai will come in. with ai youll be able to create worlds where your not just using premade assets it can generate new content and i hope with the rise of ai we will get that point where we can easily create detailed 3d worlds and customize it in the way we want far easier.
@SaurabhGayali2 ай бұрын
The bloom had to go to compositor cause Most of users are still on Cycle and Bloom will be worshipped there now.
@LordOdin3 ай бұрын
5:44 Real time compositor is always GPU my friend
@aXelRedfield3 ай бұрын
5:36 lmfao apart from the shadow on face the entire character is such a downgrade with reytrace or is it just me? the metals look so bad with raytrace.
@PowersVideo3D3 ай бұрын
Thanks! But you should compare it to Cycles, not Eevee.
@cyano3d2 ай бұрын
Now i want blender to bake mesh maps as fast as marmoset with gpu
@judaspriestforever1532 ай бұрын
to fix the eyes turn on raytraced transmission it turns on refractions
@JonatasdteАй бұрын
anyone knows how to fix that eyes transparency issue?
@quantumstudios25163 ай бұрын
4:56 It definitely must be a bug, we encountered the same problem when rendering one of our scenes in our latest animation. Strangely for us when rendering the image sequence the effect reduced, compared to rendering a single image, or viewing it in the viewport.
@MartinKlekner3 ай бұрын
It is somehat unpredictable at this point, hope they can fix it or provide solutions :)
@Interference222 ай бұрын
Regarding the cornea refraction issue, there IS a fix for this and it's ALMOST the thing you tried: add a value node, plug it into the Thickness output, and set it to ALMOST zero but not actually zero. A value of between 0.003 and 0.001 works fine for me. Also make sure Raytraced Transmission is checked in the material settings under Surface, and set the Thickness option to Slab if it isn't already. If the iris behind the cornea looks a little dark, try adding nodes to hide the material from shadow rays: add a Mix Shader, connect the top input to the output of your current shader setup and the lower input to a Transparent Shader, then add a Light Paths node and collect Is Shadow Ray to the Mix Shader's factor. Now plug the Mix Shader's output to the World Output's Surface input.
@MartinKlekner2 ай бұрын
Thank you so much for the tips!
@principedelapaz35933 ай бұрын
bro if blender change to games development shee winning the game💀
@cemberendsen42973 ай бұрын
Hell yes Evee. I found it so shit to work with, now I might give it a try
@ahmedjouhari81223 ай бұрын
Fantastic
@IrvanQadri3 ай бұрын
Glad I didn't delete displacement map on my texture folder lol
@ishidamitty17053 ай бұрын
Displacement in evee is so great we have been waiting for it for ages
@DejiDigital2 ай бұрын
Im now using eevee next to render everything. Its fantastic. Its so fast. Even with atmospherics it renders 4k super fast. Grreat animations that i paid an animator to do over a year ago can now be rendered amd released. Im so happy.
@Villager_UАй бұрын
It's not fast, very slow on heavy scene
@DecimateCG3 ай бұрын
Those UE5 Lumen and Nanite makes more sense with Blender
@Allisfm3 ай бұрын
I've been waiting for this stuff desperately. Eevee is great for quick animatics, but turning that renders into some worthy stuff demands an enormous amount of side-works and workarounds. Especially if you try to keep the character's lighting properly with some combat animation. And sometimes it is much more proficient to switch to cycles. Or switch to Unreal Engine 5. All the updates sounds great but I have never stumbled across anything about light linking in Eevee. And that is a sad thing. Now my workflow is based on rendering separate layers with different light collections and honestly speaking, that's a huge pain. That would be great to have at least something like light channels in Unreal.
@MartinKlekner3 ай бұрын
Oh yes, agreed, linking in Eevee would be awesome 🙂
@metternich053 ай бұрын
Getting closer to Lumen tho it's still a long way to go.
@thedarkside38992 ай бұрын
how is the glass material doing? is it realistic now with rt?
@oossoonngg3 ай бұрын
it doesn't hate to rival UE. the amount of hoops you have to jump through when doing, well, VFX-ey shot in UE is no joke. anyway, cool stuff, i hope all of it gets ported to macos as well
@karthikditya42973 ай бұрын
Hi, is the updated eevee as good as the unreal lumen ?
@wellington.willer3 ай бұрын
lets see if finally can compete with unreal in real time
@stargazestudios3 ай бұрын
The bloom being gone isn't a downgrade imo, you do it in post anyway. With their push for the live compositor, it makes sense to not have it in two different places.
@MartinKlekner3 ай бұрын
Yes, it makes sense, but as I mention in the video, stripping it off most of the very useful and fast settings is a downgrade, in my opinion..
@stargazestudios3 ай бұрын
@@MartinKlekner I see :p But I think having it in two different places means you could accidentally leave it on in the legacy menu and potentially ruin a very long render. Having to double check in two different places is quite an inconvenience.
@MartinKlekner3 ай бұрын
@@stargazestudios Definitely, Im just arguing for giving the new Bloom effect inside the Glare node the same capabilities as the previous Bloom menu. The way it is right now, its downgrade.
@choo_choo_3 ай бұрын
Yeah, I just LOVE having to go through my entire compositing tree of nodes I don't need right now just to see what bloom looks like, compared to a simple checkbox. That was sarcasm by the way.
@kokoze3 ай бұрын
@@MartinKlekner They or someone else just need to create a nodegroup that recreates the original internal bloom. There are probably already examples of it out there somewhere :)
@magicconsulting2 ай бұрын
Still no shadow catcher though :(
@cazmatism3 ай бұрын
is there adaptive sampling in eevee?
@totheknee2 ай бұрын
2:12 - To be honest, bloom/chromatic aberration/jarring motion blur/lens flares/distortion/etc. are way overused and don't really add to the value of a scene.
@MartinKlekner2 ай бұрын
If used with care, it can add more atmosphere and help your lighting "blend" together, plus make the result feel less 3D, more cinematic.
@cslavov2 ай бұрын
and not a word about volumetrics.
@slinc_hd85523 ай бұрын
i think your eye problem can be fixed with turning on "raytraced Transmission" in the material settings i don't know if it is alredy on there but i just guess here but still great video!
@MartinKlekner3 ай бұрын
Thank you! Already fixed by the author of the addon :-) kzbin.infoyzZT6JoVljQ
@MrMariozzz782 ай бұрын
is it on same level of lumen by unreal engine?
@a_blue_chicken10933 ай бұрын
if these upgrades come live, why ever use cycles? curious about this. anyone knows??
@MartinKlekner3 ай бұрын
Cycles can still handle heavier scenes with more textures better, and give you slightly more realistic result, either overall softer light quality. But Eevee is slowly getting there…
@DejiDigital3 ай бұрын
The post process compositer bloom is so horrible. I do my bloom effect outisde of blender.
@elbonnieto89292 ай бұрын
you just don't know how to use it, it can produce good results too
@DejiDigital2 ай бұрын
@@elbonnieto8929 no. glare node is horrendous. the eevee bloom was so much better than that stupid glare node
@elbonnieto89292 ай бұрын
@@DejiDigital no
@DejiDigital2 ай бұрын
@@elbonnieto8929Yes
@valleybrook3 ай бұрын
Excellent video. The Auto-Eye addon creator need to fix this for 4.2, hopefully. It must be related to the shader setup
@ldm3 ай бұрын
Super handy, thanks man! Here's hoping the glare node gets some bloom like settings.
@MartinKlekner3 ай бұрын
Thank yoou, Louis! 😉 Let's hope!
@SophiaJeremy22 күн бұрын
12718 Schroeder Ridges
@MyStudio-io3so3 ай бұрын
What's the bake time and render time?
@sasdasu00dfsdfardo2 ай бұрын
cycles bros... what do we do now?
@psy2372 ай бұрын
Oh this really starts looking better and better. After trying a few times after it came out, I completely abandonded it because it just didn't support enough of the features (e.g. some mat nodes) I was using, but this now starts to look much better =) gonna have to try it out later on thanks for the video!
@punkpin3 ай бұрын
Current EEVEE next is better than Unreal in my opinion. The Lumen update time is worst, the quality is only better on reflection sharpness, but all the rest simulates better in EEVEE next. Made the test on Unreal 5.3 and it's not even close.