Impressive stuff. I'd be interested in seeing how easy it is to setup and use, as a non-Blender user. If it can beat Toolbag in terms of speed and ease of use I'd consider switching for real-time renders.
i've barely played around with 2.8 but (as a blender user) i'm pretty confident to say: no chance!
it will be more flexible though, no doubt about that. after all there's a full 3d package behind it. and perhaps this or that feature might look better or can be tuned to do so. given some experience with 3d apps in general in toolbag you can just jump in, no manual required. here - unless somebody manages to pre-package common materials and lighting settings - it's going to be quite the learning experience.
Awesome lookdev (...also nice that the author sought too include his daughter as the creature's voice over), anyway an undeniable degree of work gone into 'Eevee' aligning the engine alongside current PBR proprietary solutions so far, though you'd may want to think about upgrading your system if like me at this point isn't openGL 3.3 compatible.
@sacboi an upgraded system is not all that's needed, unfortunately. I have an nvidia GTX 960m on Windows (supports GL up to 4.5) and it still can't run Eevee well because there's Windows driver peculiarities that need to be addressed on the client side (within Blender), like the SSS shader, for example. It doesn't work. Props to Toolbag for using Direct3D on Windows, allowing me to get superior results even with a simpler GPU (an onboard Intel HD Graphics 4600).
I think most Blender developers use Linux based systems,so what works for them might not work for others -- at least not until the dev. cycle comes to the stage of ironing out driver bugs.
In any case, if you have two GPUs in your system make sure to run Blender 2.8 with the best one so that Eevee can take advantage of it.
Release dates and availability Blender 2.80 is currently scheduled for a beta release in Q2 2018, although the date has slipped several times since the update was originally announced.
In his blog post, Roosendaal suggests that the beta is likely to come later rather than earlier – “lucky that [the] quarter lasts until July 1st” – with August’s Siggraph conference as a back-up target.
Non-Blender-2.80 features have their own individual schedules: you can find more details via the link below.
@sacboi an upgraded system is not all that's needed, unfortunately. I have an nvidia GTX 960m on Windows (supports GL up to 4.5) and it still can't run Eevee well because there's Windows driver peculiarities that need to be addressed on the client side (within Blender), like the SSS shader, for example. It doesn't work. Props to Toolbag for using Direct3D on Windows, allowing me to get superior results even with a simpler GPU (an onboard Intel HD Graphics 4600).
I think most Blender developers use Linux based systems,so what works for them might not work for others -- at least not until the dev. cycle comes to the stage of ironing out driver bugs.
In any case, if you have two GPUs in your system make sure to run Blender 2.8 with the best one so that Eevee can take advantage of it.
Bought a GTX 1080 ti, how would it handle real time? The same ?
@Blond I'm not sure. Best way to tell is running the latest 2.8 build (which is still experimental) directly with your 1080 GPU by using that "Run With NVIDIA" context menu.
blender just seems straight up better than max and maya at this point. Autodesk needs to get its shit together.
It's good, but it still lacks a lot of tools and conveniences which force you to take extremely slow and circuitous approaches to various tasks. Take Radial Array for example. In most tools you would just hit the Radial Array button, then define an offset and number of instances. In Blender, if I remember correctly, you have to assign the Radial Array modifier, create an empty object, link the empty object inside the modifier, then use the empty object's position to define the offset. As another example, last I knew symmetry did not exist; you have to cut the model in half exactly on the axis line, then assign a Mirror modifier to it. Temporary symmetry used for a particular task is just not an option, let alone topological symmetry. It also develops at a snail's pace; they've been working on 2.8 for like 3 years now.
Nice to know big studios are now using Blender. I think in the next five years Autodesk is going to face the competition. A lot of ppl are switching. https://www.artstation.com/artwork/roExO
i used maya 4 times and i crashed 3 times? i used blender 1000 times and it never crashed once?! it may or may be not that maya has some more advanced stuff i dont know, but blender "forces" you to use hotkeys which makes you soo much faster. It not just that. also you can rearange windows in such good way without get lost and and and. But as i sayed i am not so expirienced in maya but alone the multiple crashes makes it more unatractive for me.
Replies
it will be more flexible though, no doubt about that. after all there's a full 3d package behind it. and perhaps this or that feature might look better or can be tuned to do so. given some experience with 3d apps in general in toolbag you can just jump in, no manual required. here - unless somebody manages to pre-package common materials and lighting settings - it's going to be quite the learning experience.
I have an nvidia GTX 960m on Windows (supports GL up to 4.5) and it still can't run Eevee well because there's Windows driver peculiarities that need to be addressed on the client side (within Blender), like the SSS shader, for example. It doesn't work.
Props to Toolbag for using Direct3D on Windows, allowing me to get superior results even with a simpler GPU (an onboard Intel HD Graphics 4600).
I think most Blender developers use Linux based systems,so what works for them might not work for others -- at least not until the dev. cycle comes to the stage of ironing out driver bugs.
In any case, if you have two GPUs in your system make sure to run Blender 2.8 with the best one so that Eevee can take advantage of it.
Hey thanks, atm I'm working with a 2012 self assembled entry level gaming rig...oh well I guess even more to think about.
EDIT:
Blond wrote:
Soooo..when is that release date for 2.8 popping out?
July 2018 or there abouts:
http://www.cgchannel.com/2018/01/see-the-10-hottest-new-features-coming-to-blender-in-2018/
Release dates and availability
Blender 2.80 is currently scheduled for a beta release in Q2 2018, although the date has slipped several times since the update was originally announced.
In his blog post, Roosendaal suggests that the beta is likely to come later rather than earlier – “lucky that [the] quarter lasts until July 1st” – with August’s Siggraph conference as a back-up target.
Non-Blender-2.80 features have their own individual schedules: you can find more details via the link below.
Read Ton Roosendaal’s pick of Blender features to watch in 2018 on Blender.org
Bought a GTX 1080 ti, how would it handle real time? The same ?
But in terms of performance you should be fine.
Take Radial Array for example. In most tools you would just hit the Radial Array button, then define an offset and number of instances.
In Blender, if I remember correctly, you have to assign the Radial Array modifier, create an empty object, link the empty object inside the modifier, then use the empty object's position to define the offset.
As another example, last I knew symmetry did not exist; you have to cut the model in half exactly on the axis line, then assign a Mirror modifier to it. Temporary symmetry used for a particular task is just not an option, let alone topological symmetry.
It also develops at a snail's pace; they've been working on 2.8 for like 3 years now.
It is still lacking in terms of rigging tools and animation workflow (Maya is still the king for that).
Also, Maya has Muscle system, NCloth, Xgen and bunch of other plug-ins and add-ons often used in VFX.
Blender is definitely a must have tool for any game indie developper now. No arguing on that.
https://www.artstation.com/artwork/roExO