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  • Published 1 Apr 2020

More universality between Eevee and Cycles?

I decided to write this in Blender.Today because I never miss a stream, even if have to catch it later. It's so very closely tied to the development that I thought it was a good idea to gripe here.(?)

I'm working in Blender to create assets for Unity and Godot. I run into problems where I constantly have to break functionality between a really amazing real-time renderer (Eevee) and a robust shader development based renderer (Cycles) and it drives me nuts at times. Unifiy these things already! It will probably make my .blend files bigger but that's not a problem because nothing uses the .blend file directly so it's not going to make my final assets footprint any larger. I just want to bake all of my PBR maps and view my creation as close as it can be to my game engines in one fundamental engine. Please?

lintphishx
1 Apr 2020