Is it possible to render an object in Eevee and another object in Cycles from the same scene? For example, I want to render my character’s body in cycles but its eyes in Eevee. The body is one object and the eyes 4 in total (cornea and iris - left and right). How can I do this?
Any help is appreciated. Thank you very much in advance.
Backend math are completly different, you would have to create one setup for each render engine and them composite. If you’re having trouble with render times, try Cycles with very low values like 25, 36, 49 and use denoiser. I´m quite sure that trying rendering both together will give you a lot of headaches.
Those Nvidia developer videos will explain the difference between raytracing (Cycles) and rasterization (Eevee):
you can do something like having in the same .blend one scene that uses cycles, and a copy of that scene that uses Eevee.
Then do both render and merge what’s needed in comp.
All that can append in the same .blend, and you can manage some automation, like if you change something in one scene , it propagate to the other. But it’s not perfect either.
So even if that’s kind of possible, it will add a lot of complexity to your setup. And instead of making one render you’ll have both of them. It will be slower.
Maybe it’s better to look how to fix these eyes in cycles so they look good like in eevee.
You may not have 100% the same result but you can probably manage something that works.
Share a rendering of both eyes rendered in cycles and eevee so we can look into it and maybe provide some solutions…
In Eevee, the reflections and shininess on the eyes seem nicer to me.
I have several different versions of the same character - some of them need to be in cycles because they look terrible in eevee and some in eevee. The ones that need to be eevee can also be in cycles because there is not much difference although I still prefer them in eevee because looks nicer in the end but the ones that need to be cycles cannot be in eevee. Eyes are fine in cycles also but I also wanted to try to render them in eevee to see the final result. If I decide to use eevee in the end for the eyes, I need to render it while the character is being rendered in cycles.
Hard to judge from here, but 90% of the time it’s better to stick to the same render engine.
It will save you a lot of headache down the line.
One reason to use eevee in a cycles project could be that you want to add volumetrics but because they are quite long to render in cycles you use Eevee for optimizations purposes.
But even in that case, if you can afford to let the computer render it’s saving you human time to manage both renders especially if that’s something you’ll have to do on many shots, or many time because you are in a work in progress.
If it’s like in a few shots over 70, that’s probably fine. If it’s a basis for these 70 shots, then it’s quite a bold move.
Instead of having an instant preview of the result ( viewport render) you need to wait for two renders + comp to see the result. Needless to say, some changes in one scene you’ll need to propagate to the other.
In many many cases, you should be able to manage something cool in any render engine.
Then comes a decision if you prefer speed (eevee) or accuracy (cycles).
Hard to judge without seeing the specifics. I think it’s either that you’re doing something really difficult to pull out, or you’re going really picky on details , or you are doing something wrong somewhere.
There is nothing really wrong by mixing both renders, it’s your project and every cheat is a mean to an end, but that’s something I would think a lot before going that road because it can slow you down a lot in the long run.
You are correct btw. I’m being picky on details but what I’m doing is quite simple actually, and there are definitely some things that I’m not doing the right way
Well, I will take everyone’s suggestion into consideration.