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Re:Blender 2.80 release candidate by panpanna on Friday July 12, 2019 @06:59AM (#20419738)
Another renderer? They already have two parallell and partially incompatible pipelines...
Re:Blender 2.80 release candidate by davissorenson on Friday July 12, 2019 @07:00AM (#20419749)
Blender Internal (1) and the Blender game engine were both removed in 2.80. Eevee uses the same nodes as Cycles.

(1) Blender's legacy rendering engine which has been around since the '90s

Re:Blender 2.80 release candidate by pre on Friday July 12, 2019 @07:03AM (#20419766)
Yep.

Hadn't noticed Internal had disappeared, but indeed it has. Suppose there's not really any need for it with Eevee existing now.

Re:Blender 2.80 release candidate by dtf on Friday July 12, 2019 @07:12AM (#20419793)
Part of the original rationale for Eevee was to replace Blender Internal.
Re:Blender 2.80 release candidate by panpanna on Friday July 12, 2019 @07:39AM (#20419918)
How is performance (ram/cpu) compared to internal?

I used to switch to internal when designing on really low-end hardware (Atom tablets)

Re:Blender 2.80 release candidate by penagwin on Friday July 12, 2019 @09:44AM (#20420645)
From my understanding (SOMEBODY CORRECT ME IF IM WRONG) Eevee is designed for realtime rendering in mind - it uses tricks similar to videogames to get high quality renders without raycasting everything.

So it performs FAR better than blender internal.

Re:Blender 2.80 release candidate by JTxt on Friday July 12, 2019 @12:24PM (#20421886)
Yes, Eevee is a fast pbr renderer and can give very similar results to cycles with no effort, except there's some setup needed to do indirect lighting and reflections... and some tweaking needed for good lamp shadows in some cases, but the payoff is huge. I have a high resolution render that takes 12 minutes in cycles, 30 seconds in eevee with no grain... some features are not there line a shader bevel, but otherwise very similar, and there's workarounds for that.