In the Blender 3D software, If you click the + icon while saving the file by pressing the Save As button, it will be saved as a new version by adding 1 to the name of the existing file. Your current file is also stored in its original state. This will help you to come back easily if you encounter a problem with the project file. When major changes are made to a program, the major version is upgraded. The minor version includes updates. I would expect this version to be 3.0 because Blender uses Major.Minor (Semantic Versioning). Only minor version number is increased for some reason this time. Anyway.

Blender 2.79 vs 2.80 Object Hierarchy

The figure shows a project saved in Blender 2.79, opened in Blender 2.80 and a changing object hierarchy. Layers are grouped separately by Collection name. So there is no layer structure at 2.80. It seems the limited layer problem in older versions have been solved. Limited layers could be inadequate in large projects.

Blender 2.79 vs 2.80 Object Hierarchy

Blender 3D 2.80 comes with EEVEE render engine

The most talked about feature of the new Blender 3D is the new real-time rendering engine called Eevee. With the improved shader structure it is possible to make changes in almost real time and see the result. Now Blender 3D does this in a way similar to that available in game engines like Unreal Engine and Unity. In other words, it works like a game graphics engine rather than a realistic photo, it can update the changes made on the scene quickly and makes it possible to preview very quickly.

Eevee Render Quality is Worse than Cycles

However, when we make the last rendering, it doesn’t produce as good quality as Cycles. I hope you’ll get better. It is quite sufficient for animation cartoons. Cycles are quite compatible with Eevee. The materials are seen in the same way in both more or less . That’s a good advantage. Improving with Eevee can speed up a lot. The evolution of the scene can also be monitored by replacing it with cycles from time to time.

I think the most important discrepancy between the two engines is the lights and the light-emitting objects (including the Emission shaders). Eevee, the brightness and adjustment of the light level according to the size of the objects still vary greatly.

Blender Cycles vs Eevee comparison

Another unresolved problem with the Blender’s Eevee rendering engine is the shadows. Of course, shading in real time has always been a problem for game engines, and this is one of the weak points of the engines. Baking the steady shadows to gain speed.

Understanding Bake in Blender 3D

OK ,What is this bake? A shadow map is created by calculating the fixed shadows of fixed objects once based on the available lights. (Shadow Map). If the camera angle changes, it will be faster to draw the shadows of the objects again with this map as the objects remain constant. Only the shadows of moving objects are calculated dynamically. Thus, the processor or GPU will not have to compute all the shadows in the scene and the rendering time will be shorter.

As with the price of everything, we have to pay the price of this speed with quality. Baked shadows and real-time shadows cannot fully match, and there are artifacts at the transition points. For Eevee, the situation is even worse. At points where objects touch each other, shadows look awful. To cover this, they added a feature called contact shadows. When you turn it on, there is a significant improvement in the image. Still, I can’t say it was enough.