Blender Cycles vs Eevee


https://i.ytimg.com/vi/ov7o4YcrjfY/hqdefault.jpg



500 Frames (2x GTX 1080s)

Cycles: 13 hours (1920×1080)
Eevee: 20 minutes (3840×2160)

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46 responses to “Blender Cycles vs Eevee”

  1. This shows clearly how eevee can improve the workflow of cartoon-ish scenes, however, true photorealism on the other hand, is where Cycles is expected to have the upper hand in several aspects including shadows, DoF and refraction. So it really depends a lot on which you are looking for.

  2. The major problem with eevee for me is the way it's lighting the scene. Like it's lighting the monitor handles even if they were behind the monitor.. I guess real time rendering engines do face this problem. Same problem's there with Video copilot's E3D

  3. Looks good, but aliasing issues are too apparent, cycles version is soo much smoother. Can't see using eevee as the final result in real production if it's not fixed. And it's considering that the render size with eevee was 4k scaled down to 2k. Otherwise it looks cool.

  4. The diffuse bounce light on the hands and from the screens looks different, hard to say which is better. Really impressive work here! How much did you have to tweak the Eevee settings to get it to look like the Cycles render (and visa versa)?

  5. I have not been able to get the newest version of EEVEE to render. I can use OpenGL, but when I try to render an image sequence, the timeline moves. but it only renders the 1st frame over and over… Which EEVEE build are you using?

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