https://i.ytimg.com/vi/rHDMibsKKFA/hqdefault.jpg
EEVEE is going to be an amazing addition to Blender! but… it is not here yet and so in this quick tutorial I will be showing you how to achieve very good real-time graphics in Blender without EEVEE!
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Blender 2.8: https://www.blender.org/2-8/
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17 responses to “Realtime Viewport Rendering In Blender Without EEVEE”
I tried this and it actually still holds up. Even with 2.8 on the way I'm still quite surprised how well this works. My only gripe though is the sss and soft Shadow Lighting isnt looking thw way it does in Cycles. In fact nothing happens when I turn on SSS for the material in Blender Render. I'm not sure why this is.
I don't see you go to the render mode you still in texture mode
so it doesn't make sense, real time render not real time texture
viewport glsl rendering is it good for integration in real live action film footage ? or rendering glsl is not pretty for that ?
Joe can you go a a little slower with your tutorials, like in particular the Nature tuturials,,, … also where are your other tutorials
https://www.artstation.com/artwork/86PVR it might interest u.
can you please upload more tutorial on this video??? i am your biggest fan!!
please upload tutorial of texture and blender render of this video. i want to learn render without eevee
i Love you i love you i loveyou bro!!!!!!!!!!!!!!!!!!!
Say bro I gotta tell ya something I found out about this method that is of note. First – I use blender to draft parts for 3D printing. And this just looked like something that would be great to do for a nicer looking editing environment. Of course, I set the units to cm, and my grid scale is .01 compared to 1.0 for the unit setup. So that way I have a 1×1 cm grid I'm working on, and it's easy to see how the part will turn out when I save to STL format for slicing later on. But at that small scale the shadows won't show. To get it to work on really small units you have to edit the Shadow Properties as follows: First the Buffer Type has to be set to Variance, not Simple – next I had to ramp the Size up to 3200 to get crisp lines in the shadow instead of a blob/blurred mess. The Bias I have set to 0.001 and the Bleed Bias to 0.300 / Clip Start is 5cm and Clip End is 40m – I was pulling my hair out trying to figure out why I couldn't get things to work at first until I started messing around with these settings. Discovered it by taking your example and slowly scaling the start cube down until it was so small the shadow just blinked out. It then occurred to me the shadow was a function of the light source and the mapping density it casts with. I bet this wouldn't be an issue in ray trace – but it is in this instance. I hope this helps someone if they are stuck on this issue.
Amazing video man!!
I had a question about the version this works for but this seems simple enough to work on any previous versions that has GLSL enabled. Thank you for this!
Never knew reflections can be so powerful.
Niice! Internal is not dead!
I learned that you cannot animate (keyframe) material settings to render in the viewport. (like fade opacity from 100 to 0 ). Will you be able to do this in Eevee? Any work around for viewport render? thank you
Hm well this is a cool mimic .
Or hack maybe
WOW THAT IS AMAZING
Hopefully this was not to brief an explanation for you guys. If you are having trouble with the Blender Render material workflow just watch some old tutorials. The difference between setting up materials to render vs materials for the viewport in blender is very small.