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EEVEE Next vs. Cycles - Blender 4.2
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I thought I'd throw together a short comparison video between the two main render engines in Blender: Cycles and the upcoming EEVEE Next (in 4.2 beta).
This isn't a definitive, nor fully objective comparison. Remember that how you render your animations, along with any post-processing, will change how any render looks - regardless of render engine!
For reference (WRT render times):
CPU: Ryzen 7 5700X (OC'd with PBO + Curve Optimizer)
GPU: NVIDIA RTX 3070 (OC'd to 2070 MHz)
RAM: 32GB @ 3600 MHz CL16
Blender Version: 4.2 Beta (14/06/2024)
Cycles Render Settings:
Res.: 2048 x 858
Samples: 4096
Noise Threshold: 0.02
Light Paths: Full Global Illumination
GPU Accelerated Denoising and Compositing
EEVEE Next:
Res.: 2048 x 858
Samples: 128
Shadows: 2 rays, 8 steps, full resolution
Raytracing: Screen-Trace, 1:1
Fast GI Approx.: Global Illumination, 1:1, 6 rays, 24 steps
High Quality Normals enabled
Shadow Pool: 1GB
GPU Accelerated Compositing
Music Used: Unrailed! OST - Steampipe Sonata
Also, if you're curious, I used the AgX, High Contrast view transform.
This isn't a definitive, nor fully objective comparison. Remember that how you render your animations, along with any post-processing, will change how any render looks - regardless of render engine!
For reference (WRT render times):
CPU: Ryzen 7 5700X (OC'd with PBO + Curve Optimizer)
GPU: NVIDIA RTX 3070 (OC'd to 2070 MHz)
RAM: 32GB @ 3600 MHz CL16
Blender Version: 4.2 Beta (14/06/2024)
Cycles Render Settings:
Res.: 2048 x 858
Samples: 4096
Noise Threshold: 0.02
Light Paths: Full Global Illumination
GPU Accelerated Denoising and Compositing
EEVEE Next:
Res.: 2048 x 858
Samples: 128
Shadows: 2 rays, 8 steps, full resolution
Raytracing: Screen-Trace, 1:1
Fast GI Approx.: Global Illumination, 1:1, 6 rays, 24 steps
High Quality Normals enabled
Shadow Pool: 1GB
GPU Accelerated Compositing
Music Used: Unrailed! OST - Steampipe Sonata
Also, if you're curious, I used the AgX, High Contrast view transform.
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