Looking into asset creation, but don’t want to ‘limit’ myself to just Cycles and/or Eevee.
As I haven’t really looked at Eevee properly yet, hence the questions.
What would be the best approach for this? Two sets of shaders?
Or is there a way to set up everything for the PBR shader in one go?
Or are there certain differences that limit a workflow like this?
I do realize textures can be an issue for realtime work in Eevee, as they can get a bit big with 2K+ sizes.
There are a few things that have not yet been translated to Eevee, such as object info random EDIT -OBJECT INFO RANDOM IS NOW WORKING IN EEVEE and video textures… VIDEO TEXTURES ARE ALSO NOW WORKING IN EEVEE… other than that - if you make a material; for one, it will work in the other as well.
Cycles is more realistic - Cycles ray-traces where as Eevee uses a variety of tricks to impersonate what Cycles does in realtime (ish)
For creating assets… most of the time it wont matter.
I was already thinking of building two sets of shader with a switch node.
Just have to see how far I can take this between Cycles and Eevee. It’s mostly for ArchViz…
Thats odd… after seeing your post I went back to the blender bug tracking thread ( https://developer.blender.org/T57457 ) and there wasn’t anything saying “HOOORAAYY THIS IS FIXED NOW!!!” …