First Look at Eevee: Blender’s Realtime Rendering Engine


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48 responses to “First Look at Eevee: Blender’s Realtime Rendering Engine”

  1. 15:04 – these 'thingies' are used for translating the object on two axis at the same time (as if you were to press shift while translating using G and then pressing the axis you want to disclude). For some reason I really like the new manipulator updates!

    Also, for the time being, now cycles doesn't have other viewport shadings other than reatime rendered. Only Internal still has wireframe. That's how it's intended I believe!

  2. You seem to have a fundamental misunderstanding of what Eevee is at the very beginning of the video. It has gpu support, it entirely RELIES on the gpu. Eevee exists because game engines have reached a point of quality where they're almost comparable to Ray traced renderers like cycles, but run orders of magnitude faster. Game engines are written for gpus, using a library called OpenGL to communicate with the gpu. Eevee is similar to that, using all the fancy hardware goodness built right into gpus instead of programming gpus like a really weird cpu using Cuda/openCL.

  3. All your tutorials are really good. I like your easy going, relaxed and subtly humorous style. Keep up the good work. I'm very interested to do motion capture using Kinect. I like your tutorial about the setup but somehow can't find anything about rigging up the actual character to the bone structure.

  4. Just thought I'd let you know the extra squares added to the UI when grabbing an object is for situations where one axis is completely covered by the other two and cannot be selected without rotating your view. Now you don't have to rotate!

  5. Probably already brought up, but I noticed that you set your transparency to output as a color rather than alpha. I would need to test but I believe you need to output that from the alpha channel for it to work correctly.

  6. @Remington Graphics I know this is a bit late, however if you take a look at hardware monitors like MSI Afterburner (and this is if you're using an NVidia GPU), you'll notice that your GPU is only being utilized at about 30-50%. NVidia has a developer program called CUDA Toolkit. A couple days ago, I installed it myself when I noticed I had the same problem. I started doing render tests after installing the CUDA Toolkit and noticed my GPU was now using full power to render, instead of half. I was also able to increase a few of the quality settings and still reduce render times for animations. So, if you don't have the CUDA Toolkit yet, get your hands on it. It helps. A lot.

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