Book Image

Shading, Lighting, and Rendering with Blender EEVEE

By : Sammie Crowder
Book Image

Shading, Lighting, and Rendering with Blender EEVEE

By: Sammie Crowder

Overview of this book

Blender is the most important up-and-coming 3D software package in the world. EEVEE, a state-of-the-art real-time rendering engine is a fairly new addition to Blender and provides the capacity to create artwork at blazing speed, almost 12 times faster than Cycles. Lighting, Shading, and Rendering with Blender’s EEVEE provides a high-level overview of what EEVEE is capable of, then teaches users about Geometry Nodes, Rendering Techniques, using shortcuts like Kitbashing and Alphas to speed up scene creation, volumetrics, reflections, adding lights, cameras and even special effects like fire and smoke, all in EEVEE. All of this is in the context of creating actual scenes that readers will work through from start to finish. By the time a Blender Artist completes the book, they will have created three separate works that have challenged them to iterate and design with the full power of Blender’s EEVEE.
Table of Contents (18 chapters)
1
Section 1: Configuring in EEVEE – Mini-Project 1 – Stylized Scene
6
Section 2: Real-Time Rendering – Mini-Project 2 – Creating a Realistic Environment Concept
11
Section 3: Advanced Features – Mini-Project 3 – Creating a Sci-Fi Concept

Materials in EEVEE

Materials in EEVEE are not that different from materials in Cycles. Of course, there are many ways to get better materials in EEVEE that don't even exist in Cycles (and vice versa), but the main concept of materials is exactly the same as you are aware of with Cycles. The Blender developers have been really great at adding to the functionality of EEVEE so that materials that work with Cycles should mostly work with EEVEE (there are some exceptions, but for the most part this is true). If we look closely at the material output node in any material node tree, we can see that the default option is All, which means materials will work, regardless of whether you switch to Cycles or EEVEE in the render panel. We can focus our output by choosing a target engine. I find that to be extraneous, but it's good to know in case you want to hyper-focus your material development on one engine.

Figure 2.1: Material Output node

When creating art...