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#eeveenext — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #eeveenext, aggregated by home.social.

  1. I remember when dynamic lighting & shadows was a BIG exciting thing. When it first appeared in tech demos in the early 2000s, and was even a massive selling point for UE4 back in the mid-2010s!

    While adjusting a light that wasn't quite centre where the source would be, I noticed I accidental made the way said companies showed dynamic lighting in their tech demoes... and honestly it's really fascinating seeing how far we've come with rendering techniques, and also how the shadow is updating in real-time as I'm dragging this light source! :akko_excited:

    #blender #blender3d #workinprogress #lighting #eevee #eeveenext

  2. I remember when dynamic lighting & shadows was a BIG exciting thing. When it first appeared in tech demos in the early 2000s, and was even a massive selling point for UE4 back in the mid-2010s!

    While adjusting a light that wasn't quite centre where the source would be, I noticed I accidental made the way said companies showed dynamic lighting in their tech demoes... and honestly it's really fascinating seeing how far we've come with rendering techniques, and also how the shadow is updating in real-time as I'm dragging this light source! :akko_excited:

    #blender #blender3d #workinprogress #lighting #eevee #eeveenext

  3. I remember when dynamic lighting & shadows was a BIG exciting thing. When it first appeared in tech demos in the early 2000s, and was even a massive selling point for UE4 back in the mid-2010s!

    While adjusting a light that wasn't quite centre where the source would be, I noticed I accidental made the way said companies showed dynamic lighting in their tech demoes... and honestly it's really fascinating seeing how far we've come with rendering techniques, and also how the shadow is updating in real-time as I'm dragging this light source! :akko_excited:

    #blender #blender3d #workinprogress #lighting #eevee #eeveenext

  4. I remember when dynamic lighting & shadows was a BIG exciting thing. When it first appeared in tech demos in the early 2000s, and was even a massive selling point for UE4 back in the mid-2010s!

    While adjusting a light that wasn't quite centre where the source would be, I noticed I accidental made the way said companies showed dynamic lighting in their tech demoes... and honestly it's really fascinating seeing how far we've come with rendering techniques, and also how the shadow is updating in real-time as I'm dragging this light source! :akko_excited:

    #blender #blender3d #workinprogress #lighting #eevee #eeveenext

  5. I remember when dynamic lighting & shadows was a BIG exciting thing. When it first appeared in tech demos in the early 2000s, and was even a massive selling point for UE4 back in the mid-2010s!

    While adjusting a light that wasn't quite centre where the source would be, I noticed I accidental made the way said companies showed dynamic lighting in their tech demoes... and honestly it's really fascinating seeing how far we've come with rendering techniques, and also how the shadow is updating in real-time as I'm dragging this light source! :akko_excited:

    #blender #blender3d #workinprogress #lighting #eevee #eeveenext

  6. As I'm worried that people will look at the thumbnail and think it's AI (as there is some clear... oddities with how I've done it) - I'm just going to show how I've made it for the upcoming video:

    The first image shows an unfinished CRT model (which I'll probably redo at a later date) in Blender. I set the world to pure black and light the model with 2 area lights. The CRT material I'm using a shader by "Allen Simpson" on YouTube. The angle is about what I want in the final product, and I rendered it a 4K square with RT off (model wouldn't appear with transparency enabled with RT).

    In GIMP: I used the background I made for my RiscPC thumbnail as a base, and I rescaled and rotated the render to get the angle I want. I blurred the edges of the CRT, and I added a gradient on the seam from the CRT and the housing to give off a glowing effect. Then I added some text and used the same arrow I used in the RPC video.

    #GIMP #GIMP3 #Blender #Blender3D #eeveenext

  7. As I'm worried that people will look at the thumbnail and think it's AI (as there is some clear... oddities with how I've done it) - I'm just going to show how I've made it for the upcoming video:

    The first image shows an unfinished CRT model (which I'll probably redo at a later date) in Blender. I set the world to pure black and light the model with 2 area lights. The CRT material I'm using a shader by "Allen Simpson" on YouTube. The angle is about what I want in the final product, and I rendered it a 4K square with RT off (model wouldn't appear with transparency enabled with RT).

    In GIMP: I used the background I made for my RiscPC thumbnail as a base, and I rescaled and rotated the render to get the angle I want. I blurred the edges of the CRT, and I added a gradient on the seam from the CRT and the housing to give off a glowing effect. Then I added some text and used the same arrow I used in the RPC video.

    #GIMP #GIMP3 #Blender #Blender3D #eeveenext

  8. We have a blog post focused on buildings designs and proxy models coming out on Friday. Lots of images so here is a sneak peek.

    PS: loving #b3d #EeveeNext virtual shadow maps, perfect for screenshots and lighting reference for baking in Godot.

    #IndieGame #indiedev

  9. I saw that in #Blender Artist forum in a dedicated #EeveeNEXT topic, and I think is time to start some testing with this engine seem really promising for some cases is quite good an off. #b3d #Blender3d 4.1 #render #pbr

  10. I saw that in Artist forum in a dedicated topic, and I think is time to start some testing with this engine seem really promising for some cases is quite good an off. 4.1

  11. I saw that in #Blender Artist forum in a dedicated #EeveeNEXT topic, and I think is time to start some testing with this engine seem really promising for some cases is quite good an off. #b3d #Blender3d 4.1 #render #pbr

  12. I saw that in #Blender Artist forum in a dedicated #EeveeNEXT topic, and I think is time to start some testing with this engine seem really promising for some cases is quite good an off. #b3d #Blender3d 4.1 #render #pbr

  13. I saw that in #Blender Artist forum in a dedicated #EeveeNEXT topic, and I think is time to start some testing with this engine seem really promising for some cases is quite good an off. #b3d #Blender3d 4.1 #render #pbr

  14. More #EeveeNext tests

    I made this room with a hole and a sun light

    Eevee on the left and Eevee Next on the right (#blender Alpha 4.0)

    With the new "Raytracing" option enabled you get this result. Notice the blue sphere: not a light but a mesh with an emissive shader ☄️

  15. More #EeveeNext tests

    I made this room with a hole and a sun light

    Eevee on the left and Eevee Next on the right (#blender Alpha 4.0)

    With the new "Raytracing" option enabled you get this result. Notice the blue sphere: not a light but a mesh with an emissive shader ☄️