While I understand that Eeeve (not even mentioning cycle) can produce more physically accurate renders than game previews, I don't want to generate anything close to photorealistic… Unfortunately, to produce a single frame like this one, I need, with Eevee around 10 seconds (I do not have any Nvidia GPU, but my laptop is definitely not a low-end computer). Therefore I spend around 5mn to render a single second… which is really a waste of time and energy (in practice, for instance I try to avoid adding stuff in between an animation as it would re-render the whole animation, unless I spend time to manually rename the output pictures which sounds really hacky…).
On the other hand, in games (including open source engines like godot), or even in webgl (see this demo for instance), my laptop can easily render in real time much more physically realistic scenes. I know that one can install different render engine in Blender, is there one that can give a true real-time output? (or really close to real-time)
If not, is there an easy way to export a whole scene and render it with some open source game engine/browser render engine/… (then, it would be great to have somehow a way to easily check the final looking of my object without doing a full render)
EDIT
Why this question is not a duplicate of this one? Because in the answer they just say, roughly:
Eevee is not made for real time rendering
That's fine, but this question is about finding another rendering engine that can deal with real-time rendering. Tweaking Eevee settings can't bring me close enough to real time rendering.
EDIT
So to give some more details:
- Here is the file I use (it's a zip as it needs to contain some exr map that can't be packed for some reasons I ignore… and the service that hosts the file won't keep it for more than a week)
- Regarding the hardware, I have a Dell Lattitude 5500, SSD, Intel(R) Core(TM) i5-8365U CPU, with Intel Corporation WhiskeyLake-U GT2 [UHD Graphics 620]. I don't really play graphic intensive games so not sure how it handles them, but it plays in-browser scenes like this one at 60 fps (that seem much more complicated than my own setup).
- I don't think the issue is the time to write on disk: I have an SSD, and I export to JPG to save space, that is, according to your link, fairly quick to export. And I get similar render time even if I just render in the viewport without saving
- I tried to tweak the settings of Eevee… I after pushing down all cursors, I can get down to 0.75s per per frame (so x10…) using a single sample, 0 precision for screen space reflexion (needed for metallic shapes), and 1 sample for subsurface scattering but first this time is still far from real time, like I need 3 hours to render a 10mn shot and the quality is quite bad, in particular the shapes are "pixelated", in particular the shadows that are really pixelated and even worse on the metallic parts the are just noise now:
Default:
Cursors down (the shadow is pixelated, but also the wing):
Original:
Cursors down:
Original:
Cursors down:
During the same time, these animations run in realtime in my browser at 60fps, so 45 quicker:
- Metallic reflection and more (pbr): https://snagy.github.io/glTF-WebGL-PBR/
- Dynamic shadows: https://www.babylonjs.com/demos/sponzadynamicshadows/
- Soft shadows from object: https://playground.babylonjs.com/#IIZ9UU






