Hi Guys,
How can I make this (under EEVEE)…
to look like this (under Cycle)?
Note, I already turn on “Raytracing” under Scene and “Raytraced Transmission” under Material, and Transmission Weight is set to “1”.
Edit: Shader Editor as attached:
Hum,
Render method should be set to dithered :
Lastly keep in mind that Eevee is limited to one level of raytraced transmission, say you have multiple layers of glass planes , only the first will look transparent… That might be your issue…
Anyway, it’s hard to be 100% sure since a lot of things can go wrong, if you want the best answer possible try to make a test scene that isolate your issue so we can inspect everything !
Render Method already is Dithered as default.
Thanks for your help anyway. I think EEVEE is born with some limitation in handling water / glass transparent effect. I am asking this question is because my computer hate Cycle. ![]()
Indeed it’s very limited in terms of refraction let alone transparency …
While cycles tend to bruteforce every light behavior through raytracing, eevee use tricks for any of those. You have to understand those tricks to make the best of the engine and avoid being cornered…
You could try to make one layer with alpha and the other with transmission. You can’t have multiple layers of glass, but glass is visible through alpha.
Could you show your Cycles sampling settings? In the screenshot at the top, I see you are using the default noise threshold of 0.01 for the final render. Are you using the default render settings? They are almost certainly going to be way higher quality than what you need, especially for a scene with an open background like this. In fact, the screenshot is looking rather clean even with the lowered quality you are using in the viewport, so I guess you could get reasonable render times for Cycles with the right settings.
If these settings take too long for you, you must have an old GPU, because there is very little that could be done to lower the sampling of Cycles more than that. Either that, or you are rendering at a crazy high resolution.
I see your denoise settings have the option to use the GPU grayed out. It was also like this for me with my old GPU, so am I correct to assume you don’t have an RTX card or other modern equivalent? If you don’t, something that could help is to set the denoise prefilter to none instead of accurate, it’s faster (at the cost of maybe keeping a small amount of noise in reflections) and can save up to a few seconds, depending on the render resolution.
What are your device settings in Blender’s preferences? Are you rendering with both GPU and CPU, or only GPU? If you are rendering with both, you could try disabling the CPU to see if it helps, using both holds back the GPU for lots of people (though that’s a case by case thing, so better try it yourself).
Do you mean that it’s slow in the viewport preview? For that, you can disable the viewport denoise or set its start sample to something higher than 1, it should give you a more responsive viewport.
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How long exactly does the render take? It wouldn’t be weird for it to take a minute or two in Cycles. As long as this doesn’t take 10+minutes per frame, it would still be realistic to render in Cycles.
What I would do is to render to an image sequence, not to a video file, then assemble the animation back once you have all the frames. That way, you don’t have to do the whole render in one sitting, you can do a little bit every day when you aren’t using your computer, or let the render run overnight.
An other option to get Cycles renders despite a weak machine is to use a render farm. There are multiple available online. Some are paid services that will render your project quickly with multiple computers. There is also the free option SheepIt, where you instead pay by helping to render for other users (you do get more back out of it than what you need to render).
For most scenes, I would tell you it’s fine to use Eevee, but this one is centered around a glass object, so I would really try to make it work in Cycles if it was mine.