The new build indeed did fix the issue! I guess that’s the adventure of using a beta software, haha.
Still, I realize I have 2 issues:
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It’s not 100% perfect. Maybe it’s a hair setting thing, but there’s a strand that’s not in the viewport that’s appearing in the final renders:
This also appears in the Cycles render. I’ve matched the children Viewport and Render amounts (50 each). What other setting am I missing?
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Eevee is a lot noisier than I expected. I wasn’t 100% sure it was noise, so I rendered out a turntable.
https://youtu.be/zEZA96jlaE0
So this made it clear for me that the hair in blue light is suffering from noise. What would be the best way to make the renders noise-free? Is it simply to crank up the samples? This was at 7500.
Or is there a way to control the noise without just making the render time longer?
On a side note, the hair visualization in Eevee is much better and controllable than I expected. In fact, In my tests, it seems surprisingly close to the Cycles quality (well, actually better because I apparently don’t know how to render hair in Cycles, haha). I can’t wait to see what Principled Hair will bring.
Like the image says, ignore the wonky head mesh color and low-res hair.
Eevee took 3:18.98 @7500 samples.
Cycles took 34:07.65 @3000 samples.
And this is what it looks like in LookDev with HDRi:
I mean, that’s just sweet.
ALSO, if anybody has any tips on making a better hair shader in Eevee, I’m all ears! This is just what I figured to do using the Principled Shader.