diff --git a/manual/addons/3d_view/3d_navigation.rst b/manual/addons/3d_view/3d_navigation.rst index 6a48207fc..7d9e49d07 100644 --- a/manual/addons/3d_view/3d_navigation.rst +++ b/manual/addons/3d_view/3d_navigation.rst @@ -49,7 +49,7 @@ Align View from Lock View to Object Select an object to align view, from the list. -View to Select +View to Selected Align view on selected object. Cursor diff --git a/manual/addons/import_export/images_as_planes.rst b/manual/addons/import_export/images_as_planes.rst index 616841c16..241f016c4 100644 --- a/manual/addons/import_export/images_as_planes.rst +++ b/manual/addons/import_export/images_as_planes.rst @@ -89,7 +89,7 @@ Material Type .. note:: - *Blend Mode* and *Shadow Mode* options are specific to the Eevee renderer. + *Blend Mode* and *Shadow Mode* options are specific to the EEVEE renderer. For a detailed explanation of each option, see :doc:`Material Settings `. Blend Mode diff --git a/manual/addons/import_export/mesh_atomic.rst b/manual/addons/import_export/mesh_atomic.rst index 550ab7be7..d6d3434d8 100644 --- a/manual/addons/import_export/mesh_atomic.rst +++ b/manual/addons/import_export/mesh_atomic.rst @@ -286,13 +286,13 @@ black. Note that the last value of a color tuple is the alpha value of the color. Furthermore, several other properties such as ``Metallic``, ``Roughness`` and ``Transmission`` can be changed. These are the properties in the :doc:`Principled BSDF shader `. -There are also some properties for :doc:`Eevee `, which +There are also some properties for :doc:`EEVEE `, which can be used to determine the object's transparency etc. Note that in the header of the custom data file, all possible values of the string options ``P BSDF Subsurface method``, -``P BSDF Distribution``, ``Eevee Blend Method`` and ``Eevee Shadow Method`` +``P BSDF Distribution``, ``EEVEE Blend Method`` and ``EEVEE Shadow Method`` are listed. .. figure:: /images/addons_import-export_mesh-atomic_utilities-panel.png diff --git a/manual/addons/import_export/scene_3ds.rst b/manual/addons/import_export/scene_3ds.rst index 32da86c58..b725e0686 100644 --- a/manual/addons/import_export/scene_3ds.rst +++ b/manual/addons/import_export/scene_3ds.rst @@ -7,8 +7,8 @@ Autodesk 3DS :Category: Import-Export :Menu: :menuselection:`File --> Import/Export --> 3D Studio (.3ds)` - :Version: 2.4.6 - :Blender: 3.6 + :Version: 2.4.8 + :Blender: 4.0 :Authors: Bob Holcomb, Campbell Barton, Sebastian Schrand :Maintainer: Sebastian Sille (NRGSille) :Support Level: Community @@ -163,7 +163,7 @@ they must be color inverted afterwards to match with Blender definition. The material mappings are defined as following: - 3ds Diffuse Map <-> blender Base Color Texture -- 3ds Specular Map <-> blender Specular Texture +- 3ds Specular Map <-> blender Specular Tint Texture - 3ds Shininess Map <-> blender Roughness Texture - 3ds Reflection Map <-> blender Metallic Texture - 3ds Opacity Map <-> blender Alpha Texture diff --git a/manual/addons/import_export/scene_gltf2.rst b/manual/addons/import_export/scene_gltf2.rst index f60810be1..3ee2298b8 100644 --- a/manual/addons/import_export/scene_gltf2.rst +++ b/manual/addons/import_export/scene_gltf2.rst @@ -278,7 +278,7 @@ If a Sheen Roughness Texture is used, glTF requires the values be written to the .. tip:: Sheen BSDF node is only available on Cycles render engine. - You may have to temporary switch to Cycles to add this node, and get back to Eevee. + You may have to temporary switch to Cycles to add this node, and get back to EEVEE. .. note:: @@ -452,8 +452,8 @@ Double-Sided / Backface Culling ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ For materials where only the front faces will be visible, turn on *Backface Culling* in -the *Settings* panel of an Eevee material. When using other engines (Cycles, Workbench) -you can temporarily switch to Eevee to configure this setting, then switch back. +the *Settings* panel of an EEVEE material. When using other engines (Cycles, Workbench) +you can temporarily switch to EEVEE to configure this setting, then switch back. Leave this box unchecked for double-sided materials. @@ -468,7 +468,7 @@ Blend Modes The Base Color input can optionally supply alpha values. How these values are treated by glTF depends on the selected blend mode. -With the Eevee render engine selected, each material has a Blend Mode on +With the EEVEE render engine selected, each material has a Blend Mode on the material settings panel. Use this setting to define how alpha values from the Base Color channel are treated in glTF. Three settings are supported by glTF: @@ -482,7 +482,7 @@ Alpha Clip .. figure:: /images/addons_import-export_scene-gltf2_material-alpha-blend.png - With the Eevee engine selected, a material's blend modes are configurable. + With the EEVEE engine selected, a material's blend modes are configurable. .. note:: diff --git a/manual/addons/lighting/dynamic_sky.rst b/manual/addons/lighting/dynamic_sky.rst index 93d5cfe6f..96312f239 100644 --- a/manual/addons/lighting/dynamic_sky.rst +++ b/manual/addons/lighting/dynamic_sky.rst @@ -44,7 +44,7 @@ Instructions .. reference:: :Category: Lighting - :Description: Creates a Dynamic Sky for Cycles/Eevee. + :Description: Creates a Dynamic Sky for Cycles/EEVEE. :Location: :menuselection:`3D Viewport --> Sidebar --> Create tab` :File: lighting_dynamic_sky.py :Author: Pratik Solanki diff --git a/manual/addons/materials/material_utils.rst b/manual/addons/materials/material_utils.rst index 1a0fffa4a..39c498093 100644 --- a/manual/addons/materials/material_utils.rst +++ b/manual/addons/materials/material_utils.rst @@ -4,7 +4,7 @@ Material Utilities ****************** Materials Utilities/Specials is designed to help with batch materials tasks. -The add-on works in either Eevee or Cycles renderers. +The add-on works in either EEVEE or Cycles renderers. Common tasks are available from the :kbd:`Shift-Q` pop-up menu and also the Materials Specials menu. diff --git a/manual/compositing/types/mask/cryptomatte.rst b/manual/compositing/types/mask/cryptomatte.rst index 264c30b98..2e11cd20b 100644 --- a/manual/compositing/types/mask/cryptomatte.rst +++ b/manual/compositing/types/mask/cryptomatte.rst @@ -12,7 +12,7 @@ Cryptomatte Node :guilabel:`CPU Compositor Only` The Cryptomatte node uses the Cryptomatte standard to efficiently create mattes for compositing. -Cycles and Eevee output the required render passes, which can then be used in the Compositor +Cycles and EEVEE output the required render passes, which can then be used in the Compositor or another compositor with Cryptomatte support to create masks for specified objects. Unlike the Material and Object Index passes, the objects to isolate are selected in compositing, diff --git a/manual/compositing/types/mask/cryptomatte_legacy.rst b/manual/compositing/types/mask/cryptomatte_legacy.rst index 1e7b91941..47958c902 100644 --- a/manual/compositing/types/mask/cryptomatte_legacy.rst +++ b/manual/compositing/types/mask/cryptomatte_legacy.rst @@ -12,7 +12,7 @@ Cryptomatte Node (Legacy) :guilabel:`CPU Compositor Only` The Cryptomatte node uses the Cryptomatte standard to efficiently create mattes for compositing. -Cycles and Eevee output the required render passes, which can then be used in the Compositor +Cycles and EEVEE output the required render passes, which can then be used in the Compositor or another compositor with Cryptomatte support to create masks for specified objects. Unlike the Material and Object Index passes, the objects to isolate are selected in compositing, diff --git a/manual/compositing/types/mask/id_mask.rst b/manual/compositing/types/mask/id_mask.rst index 0e2d2c2fa..31b18900b 100644 --- a/manual/compositing/types/mask/id_mask.rst +++ b/manual/compositing/types/mask/id_mask.rst @@ -14,7 +14,7 @@ The *ID Mask Node* can be used to access an alpha mask per object or per materia .. seealso:: The ID Mask node is superseded by the :doc:`/compositing/types/mask/cryptomatte`. - Cryptomatte is more feature complete and supported by Cycles and Eevee. + Cryptomatte is more feature complete and supported by Cycles and EEVEE. It is recommended to use this feature moving forward. diff --git a/manual/conf.py b/manual/conf.py index 144acc7a7..848c88004 100644 --- a/manual/conf.py +++ b/manual/conf.py @@ -26,7 +26,7 @@ sys.setrecursionlimit(2000) # Not used directly by Sphinx, but used by this file and the buildbot. -blender_version = '4.0' +blender_version = '4.1' # -- Project information ----------------------------------------------------- diff --git a/manual/editors/3dview/display/shading.rst b/manual/editors/3dview/display/shading.rst index b24daf16c..1276586e8 100644 --- a/manual/editors/3dview/display/shading.rst +++ b/manual/editors/3dview/display/shading.rst @@ -201,7 +201,7 @@ Specular Highlighting Material Preview ================ -Render the 3D Viewport with :doc:`Eevee ` and an HDRI environment. +Render the 3D Viewport with :doc:`EEVEE ` and an HDRI environment. This mode is particularly suited for previewing materials and painting textures. You can select different lighting conditions to test your materials. diff --git a/manual/editors/3dview/viewport_render.rst b/manual/editors/3dview/viewport_render.rst index 3648eb65e..b314a4598 100644 --- a/manual/editors/3dview/viewport_render.rst +++ b/manual/editors/3dview/viewport_render.rst @@ -30,7 +30,7 @@ the Cycles Renderer. .. note:: - Viewport rendering only works for the Workbench and Eevee render engines. + Viewport rendering only works for the Workbench and EEVEE render engines. It's not supported for Cycles. .. tip:: @@ -46,7 +46,7 @@ Some settings are located in the properties of the render engine that is used to render the view. Solid mode uses the render settings of Workbench; -Material Preview mode uses the render settings of Eevee. +Material Preview mode uses the render settings of EEVEE. Additionally, some output settings are used too: diff --git a/manual/editors/properties_editor.rst b/manual/editors/properties_editor.rst index 97095ae2c..c7ad9bdd7 100644 --- a/manual/editors/properties_editor.rst +++ b/manual/editors/properties_editor.rst @@ -34,7 +34,7 @@ These tabs contain settings for the active scene. .. _properties-render-tab: -- Render: :doc:`Eevee `, +- Render: :doc:`EEVEE `, :doc:`Cycles ` or :doc:`Workbench ` settings - :doc:`Output ` diff --git a/manual/editors/shader_editor.rst b/manual/editors/shader_editor.rst index 4d4a354f5..2b79fc35b 100644 --- a/manual/editors/shader_editor.rst +++ b/manual/editors/shader_editor.rst @@ -5,7 +5,7 @@ Shader Editor ************* The Shader Editor is used to edit materials which are used for :doc:`rendering `. -Materials used by Cycles and Eevee are defined using a node tree. +Materials used by Cycles and EEVEE are defined using a node tree. Therefore, the main window of the Shader editor is a :doc:`node editor `. .. figure:: /images/editors_shader-editor_main.png diff --git a/manual/files/data_blocks.rst b/manual/files/data_blocks.rst index 044d4db29..464a8123c 100644 --- a/manual/files/data_blocks.rst +++ b/manual/files/data_blocks.rst @@ -213,7 +213,7 @@ Pack * - :doc:`Light Probe ` - |tick| - |none| - - | Help achieve complex real-time lighting in Eevee. + - | Help achieve complex real-time lighting in EEVEE. * - :doc:`Scene ` - |tick| - |none| diff --git a/manual/getting_started/about/history.rst b/manual/getting_started/about/history.rst index 290b0398e..8642a4f52 100644 --- a/manual/getting_started/about/history.rst +++ b/manual/getting_started/about/history.rst @@ -248,13 +248,13 @@ Version/Revision Milestones `2.80 `__ -- July 2019: A totally redesigned UI for easier navigation; improved viewport, gizmos, and tools. - With Eevee a new physically based real-time render engine was created. + With EEVEE a new physically based real-time render engine was created. The Grease Pencil got a big overhaul and is now a full 2D drawing and animation system. Replacing the old layers, collections are a powerful way to organize objects. Other improvements: Cycles, Modeling, Animation, Import/Export, Dependency Graph. `2.81 `__ -- November 2019: Revamped sculpting tools, Cycles OptiX accelerated rendering, denoising, - many Eevee improvements, library overrides, UI improvements and much more. + many EEVEE improvements, library overrides, UI improvements and much more. `2.82 `__ -- February 2020: UDIM and USD support, Mantaflow for fluids and smoke simulation, AI denoising, Grease Pencil improvements, and much more. @@ -266,7 +266,7 @@ Version/Revision Milestones .. rubric:: Blender 2.9 -- Refining 2.8 `2.90 `__ -- August 2020: - Improved sky texture, Eevee motion blur, sculpting improvements, + Improved sky texture, EEVEE motion blur, sculpting improvements, revamped modifier UI, improved modeling tools, and faster motion blur in Cycles. `2.91 `__ -- November 2020: Outliner improvements, property search, improved mesh Boolean operations, animation curves, @@ -276,13 +276,13 @@ Version/Revision Milestones Cycles Color Attribute baking, APIC fluid simulations, Video Sequencer improvements, and much more. `2.93 `__ -- June 2021: New geometry nodes, sculpting improvements, Grease Pencil Line Art modifier along with other improvements, - an improved :abbr:`DOF (Depth Of Field)` for the Eevee render engine, redesigned Cryptomatte workflow, and more. + an improved :abbr:`DOF (Depth Of Field)` for the EEVEE render engine, redesigned Cryptomatte workflow, and more. .. rubric:: Blender 3.0 -- Optimizing Performance `3.0 `__ -- December 2021 - Asset Browser added, Cycles X, Eevee Attributes, New geometry nodes, + Asset Browser added, Cycles X, EEVEE Attributes, New geometry nodes, animation update, Grease Pencil line art improvements, pose library, Open Image Denoising 2-8x faster, additional support for AMD on linux. diff --git a/manual/index.rst b/manual/index.rst index 5f7e3e4c3..420561934 100644 --- a/manual/index.rst +++ b/manual/index.rst @@ -128,7 +128,7 @@ Sections :target: render/index.html :doc:`/render/index` - Rendering and shading with Eevee, Cycles and Freestyle. + Rendering and shading with EEVEE, Cycles and Freestyle. .. container:: card diff --git a/manual/interface/controls/nodes/parts.rst b/manual/interface/controls/nodes/parts.rst index 6114e9b64..91cba7803 100644 --- a/manual/interface/controls/nodes/parts.rst +++ b/manual/interface/controls/nodes/parts.rst @@ -58,7 +58,7 @@ Each socket is color-coded depending on what type of data it handles. .. rubric:: Built-in Shader (bright green) - Used for shaders in :doc:`Cycles ` and :doc:`Eevee `. + Used for shaders in :doc:`Cycles ` and :doc:`EEVEE `. Geometry (turquoise) Used in :doc:`Geometry Nodes `. diff --git a/manual/render/eevee/index.rst b/manual/render/eevee/index.rst index e9d5edcb6..88942a638 100644 --- a/manual/render/eevee/index.rst +++ b/manual/render/eevee/index.rst @@ -1,7 +1,7 @@ .. _bpy.types.SceneEEVEE: ######### - Eevee + EEVEE ######### .. toctree:: diff --git a/manual/render/eevee/introduction.rst b/manual/render/eevee/introduction.rst index d71ab0cee..a8107e6f5 100644 --- a/manual/render/eevee/introduction.rst +++ b/manual/render/eevee/introduction.rst @@ -3,24 +3,24 @@ Introduction ************ -Eevee is Blender's realtime render engine built using :term:`OpenGL` focused on +EEVEE is Blender's realtime render engine built using :term:`OpenGL` focused on speed and interactivity while achieving the goal of rendering :abbr:`PBR (Physically Based Rendering)` materials. -Eevee can be used interactively in the 3D Viewport but also produce high quality final renders. +EEVEE can be used interactively in the 3D Viewport but also produce high quality final renders. .. figure:: /images/render_eevee_introduction_viewport.png - Eevee in the 3D Viewport -- "Tiger" by Daniel Bystedt. + EEVEE in the 3D Viewport -- "Tiger" by Daniel Bystedt. -Eevee materials are created using the same shader nodes as Cycles, making it easy to render existing scenes. -For Cycles users, this makes Eevee work great for previewing materials in realtime. +EEVEE materials are created using the same shader nodes as Cycles, making it easy to render existing scenes. +For Cycles users, this makes EEVEE work great for previewing materials in realtime. -Unlike Cycles, Eevee is not a raytrace render engine. -Instead of computing each ray of light, Eevee uses a process called rasterization. +Unlike Cycles, EEVEE is not a raytrace render engine. +Instead of computing each ray of light, EEVEE uses a process called rasterization. Rasterization estimates the way light interacts with objects and materials using numerous algorithms. -While Eevee is designed to use :abbr:`PBR (Physically Based Rendering)` principles, +While EEVEE is designed to use :abbr:`PBR (Physically Based Rendering)` principles, it is not perfect and Cycles will always provide more physically accurate renders. -Because Eevee uses rasterization it has a large set of :doc:`limitations `. +Because EEVEE uses rasterization it has a large set of :doc:`limitations `. .. figure:: /images/render_eevee_introduction_final-render.png - Eevee final render -- "Temple" by Dominik Graf. + EEVEE final render -- "Temple" by Dominik Graf. diff --git a/manual/render/eevee/light_probes/introduction.rst b/manual/render/eevee/light_probes/introduction.rst index 56cba8432..508c5d1f6 100644 --- a/manual/render/eevee/light_probes/introduction.rst +++ b/manual/render/eevee/light_probes/introduction.rst @@ -3,10 +3,10 @@ Introduction ************ -Probe objects are used by Eevee as support objects. +Probe objects are used by EEVEE as support objects. They record lighting information locally in order to light the scene using indirect lighting. There are three different probe types. One for diffuse lighting, two for specular lighting. -These types of objects are only useful for Eevee (and by extension, the Material Preview mode). +These types of objects are only useful for EEVEE (and by extension, the Material Preview mode). They are meant to guide the engine to compute better lighting quickly. diff --git a/manual/render/eevee/lighting.rst b/manual/render/eevee/lighting.rst index d17bea97a..28242edd3 100644 --- a/manual/render/eevee/lighting.rst +++ b/manual/render/eevee/lighting.rst @@ -23,7 +23,7 @@ Common .. _bpy.types.Light.use_custom_distance: .. _bpy.types.Light.cutoff_distance: -Eevee +EEVEE ===== Specular diff --git a/manual/render/eevee/limitations.rst b/manual/render/eevee/limitations.rst index f981c1105..07034a91d 100644 --- a/manual/render/eevee/limitations.rst +++ b/manual/render/eevee/limitations.rst @@ -3,10 +3,10 @@ Limitations *********** -Eevee's goal is to be an interactive render engine. Some features may not be there yet or -may be impossible to implement into Eevee's architecture without compromising performance. +EEVEE's goal is to be an interactive render engine. Some features may not be there yet or +may be impossible to implement into EEVEE's architecture without compromising performance. -Here is a rather exhaustive list of all the limitations you can expect while working with Eevee. +Here is a rather exhaustive list of all the limitations you can expect while working with EEVEE. Cameras @@ -18,7 +18,7 @@ Cameras Lights ====== -- Only 128 active lights can be supported by Eevee in a scene. +- Only 128 active lights can be supported by EEVEE in a scene. - Only 8 Shadowed sun lights can be supported at the same time. - As of now, lights can only have one color and do not support light node trees. @@ -26,16 +26,16 @@ Lights Light Probes ============ -- Eevee only supports up to 128 active Reflection Cubemaps. -- Eevee only supports up to 64 active Irradiance Volumes. -- Eevee only supports up to 16 active Reflection Planes inside the view frustum. +- EEVEE only supports up to 128 active Reflection Cubemaps. +- EEVEE only supports up to 64 active Irradiance Volumes. +- EEVEE only supports up to 16 active Reflection Planes inside the view frustum. Indirect Lighting ================= - Volumetrics don't receive light from Irradiance Volumes but do receive world's diffuse lighting. -- Eevee does not support "specular to diffuse" light bounces nor "specular to specular" light bounces. +- EEVEE does not support "specular to diffuse" light bounces nor "specular to specular" light bounces. - All specular lighting is turned off during baking. @@ -44,7 +44,7 @@ Indirect Lighting Shadows ======= -- Only 128 active lights can be supported by Eevee in a scene. +- Only 128 active lights can be supported by EEVEE in a scene. - Only 8 Shadowed sun lights can be supported at the same time. @@ -74,8 +74,8 @@ Depth of Field Screen Space Effects ==================== -Eevee is not a ray tracing engine and cannot do ray-triangle intersection. -Instead of this, Eevee uses the depth buffer as an approximated scene representation. +EEVEE is not a ray tracing engine and cannot do ray-triangle intersection. +Instead of this, EEVEE uses the depth buffer as an approximated scene representation. This reduces the complexity of scene scale effects and enables a higher performance. However, only what is in inside the view can be considered when computing these effects. Also, since it only uses one layer of depth, only the front-most pixel distance is known. @@ -168,8 +168,8 @@ Shader Nodes ============ - All BSDF's are using approximations to achieve realtime performance - so there will always be small differences between Cycles and Eevee. -- Some utility nodes are not yet compatible with Eevee. + so there will always be small differences between Cycles and EEVEE. +- Some utility nodes are not yet compatible with EEVEE. .. seealso:: @@ -179,7 +179,7 @@ Shader Nodes Memory Management ================= -In Eevee, :abbr:`GPU (Graphic Processing Unit, also known as Graphics Card)` +In EEVEE, :abbr:`GPU (Graphic Processing Unit, also known as Graphics Card)` Memory management is done by the GPU driver. In theory, only the needed textures and meshes (now referred as "the resources") for a single draw call (i.e. one object) needs to fit into the GPU memory. @@ -197,7 +197,7 @@ if the GPU will render them successfully. CPU Rendering ============= -Being a rasterization engine, Eevee only uses the power of +Being a rasterization engine, EEVEE only uses the power of the :abbr:`GPU (Graphic Processing Unit, also known as Graphics Card)` to render. There is no plan to support :abbr:`CPU (Central Processing Unit)` (software) rendering as it would be very inefficient. CPU power is still needed to handle high scene complexity @@ -214,4 +214,4 @@ multiple :abbr:`GPU (Graphic Processing Unit, also known as Graphics Card)` syst Headless Rendering ================== -There is currently no support for using Eevee on headless systems (i.e. without a Display Manager). +There is currently no support for using EEVEE on headless systems (i.e. without a Display Manager). diff --git a/manual/render/eevee/materials/introduction.rst b/manual/render/eevee/materials/introduction.rst index d20b8ca46..06b003a2a 100644 --- a/manual/render/eevee/materials/introduction.rst +++ b/manual/render/eevee/materials/introduction.rst @@ -3,13 +3,13 @@ Introduction ************ -Eevee's materials system uses the same node based approach as :doc:`Cycles `. +EEVEE's materials system uses the same node based approach as :doc:`Cycles `. Nodes Support ============= -Due to realtime constraints, not all Cycles features are available in Eevee. +Due to realtime constraints, not all Cycles features are available in EEVEE. See :doc:`/render/eevee/materials/nodes_support`. @@ -20,6 +20,6 @@ Performance is highly dependent on the number of BSDF nodes present in the node .. tip:: - Prefer using the Principled BSDF instead of multiple BSDF nodes because Eevee is optimized for it. + Prefer using the Principled BSDF instead of multiple BSDF nodes because EEVEE is optimized for it. .. seealso:: :ref:`Limitations `. diff --git a/manual/render/eevee/materials/nodes_support.rst b/manual/render/eevee/materials/nodes_support.rst index c037c645c..32c45a7e1 100644 --- a/manual/render/eevee/materials/nodes_support.rst +++ b/manual/render/eevee/materials/nodes_support.rst @@ -4,23 +4,23 @@ Supported Nodes *************** Most nodes are taken from Cycles. However, some features are missing and -may (or may not) be implemented in Eevee in the future. +may (or may not) be implemented in EEVEE in the future. .. seealso:: :doc:`Shader Nodes `. -Eevee only Nodes +EEVEE only Nodes ================ -These nodes are only available if Eevee is the active render engine. These nodes will not work in Cycles. +These nodes are only available if EEVEE is the active render engine. These nodes will not work in Cycles. Shader to RGB ------------- -Eevee supports the conversion of BSDF outputs into color inputs to make any kind of custom shading. +EEVEE supports the conversion of BSDF outputs into color inputs to make any kind of custom shading. This is supported using the :doc:`Shader to RGB ` node. @@ -144,7 +144,7 @@ Layer Weight Everything is compatible. Light Path - Eevee has no real concept of rays. But in order to ease the workflow between Cycles and Eevee + EEVEE has no real concept of rays. But in order to ease the workflow between Cycles and EEVEE some of the outputs are only supported in particular cases. This node makes it possible to tweak indirect lighting in the shader. diff --git a/manual/render/eevee/materials/settings.rst b/manual/render/eevee/materials/settings.rst index 14ad600ee..36f95d5a9 100644 --- a/manual/render/eevee/materials/settings.rst +++ b/manual/render/eevee/materials/settings.rst @@ -52,7 +52,7 @@ Sorting Problem When writing to the color buffer using transparent blend modes, the order in which the color blending happens is important as it can change the final output color. -As of now Eevee does not support per-fragment (pixel) sorting or per-triangle sorting. +As of now EEVEE does not support per-fragment (pixel) sorting or per-triangle sorting. Only per-object sorting is available and is automatically done on all transparent surfaces based on object origin. .. note:: @@ -76,7 +76,7 @@ Shadow Mode =========== Type of shadows used for a transparent surface. -Eevee does not support colored shadow maps. +EEVEE does not support colored shadow maps. Half transparent shadows can be produced by using hashed transparent shadows and a larger Soft value on the shadow map. @@ -147,7 +147,7 @@ Refraction Depth Subsurface Translucency ======================= -Eevee's Subsurface Scattering algorithm works by blurring the irradiance in screen space. +EEVEE's Subsurface Scattering algorithm works by blurring the irradiance in screen space. This means that if no visible part of the surface is lit, the effect disappears. However, true Subsurface Scattering goes beneath the surface and can travel a large distance. diff --git a/manual/render/eevee/render_settings/depth_of_field.rst b/manual/render/eevee/render_settings/depth_of_field.rst index fc86fc699..b7441dfc1 100644 --- a/manual/render/eevee/render_settings/depth_of_field.rst +++ b/manual/render/eevee/render_settings/depth_of_field.rst @@ -4,8 +4,8 @@ Depth of Field ************** -To render a scene, Eevee uses a pinhole camera model which produces -a perfectly focused image of the scene. For an enhanced realism, Eevee can simulate +To render a scene, EEVEE uses a pinhole camera model which produces +a perfectly focused image of the scene. For an enhanced realism, EEVEE can simulate the optical :term:`Depth of Field` using a post-process filter, and a sample-based method. The optical settings are located in the :doc:`camera settings ` properties. Whereas the quality of the effect can be controlled by the settings found in the present section. diff --git a/manual/render/eevee/render_settings/indirect_lighting.rst b/manual/render/eevee/render_settings/indirect_lighting.rst index bc2f684d5..1527a4175 100644 --- a/manual/render/eevee/render_settings/indirect_lighting.rst +++ b/manual/render/eevee/render_settings/indirect_lighting.rst @@ -6,11 +6,11 @@ Indirect Lighting ***************** While not strictly correct, all lighting that is not coming straight out -from a light object is considered as indirect lighting in Eevee. +from a light object is considered as indirect lighting in EEVEE. That means distant :term:`HDRI` lighting (or World) is considered as indirect lighting. Mesh objects using an Emission node are also considered as indirect lighting. -In Eevee, indirect lighting is separated into two component: Diffuse and Specular. +In EEVEE, indirect lighting is separated into two component: Diffuse and Specular. Both have different needs and representation. For efficiency, the indirect lighting data is precomputed on demand into a static lighting cache. diff --git a/manual/render/eevee/render_settings/motion_blur.rst b/manual/render/eevee/render_settings/motion_blur.rst index 2aaf0cc26..e08b122d1 100644 --- a/manual/render/eevee/render_settings/motion_blur.rst +++ b/manual/render/eevee/render_settings/motion_blur.rst @@ -43,7 +43,7 @@ Max Blur High maximum blur values may also reduce the quality. - Eevee uses a fast post-process vector blur using a vector motion pass. + EEVEE uses a fast post-process vector blur using a vector motion pass. This blurs the image between three time steps using pixel velocity. This technique is fast and produces clean gradients, but issues can occur at object borders or if the motion is locally too complex; @@ -71,7 +71,7 @@ Steps When using multiple time steps, the render sample count is rounded up to the next multiple of steps to ensure even distribution of samples across steps. - Eevee splits the render into multiple time steps and accumulates the result + EEVEE splits the render into multiple time steps and accumulates the result which is known as Accumulation Motion Blur. This technique is precise but requires many steps for clean gradients. This is used in combination with the post-process blur to handle the inter-step gaps. diff --git a/manual/render/eevee/render_settings/sampling.rst b/manual/render/eevee/render_settings/sampling.rst index bcdea3cc0..9451ad3e3 100644 --- a/manual/render/eevee/render_settings/sampling.rst +++ b/manual/render/eevee/render_settings/sampling.rst @@ -5,7 +5,7 @@ Sampling ******** -Eevee uses a process called Temporal Anti-Aliasing (TAA) which reduces :term:`Aliasing`. +EEVEE uses a process called Temporal Anti-Aliasing (TAA) which reduces :term:`Aliasing`. TAA is sample based so the more samples the more aliasing is reduced at the cost of performance. .. reference:: diff --git a/manual/render/eevee/render_settings/shadows.rst b/manual/render/eevee/render_settings/shadows.rst index b0cc3c6a2..c06f302fe 100644 --- a/manual/render/eevee/render_settings/shadows.rst +++ b/manual/render/eevee/render_settings/shadows.rst @@ -5,7 +5,7 @@ Shadows ******* These settings influence shadows which appear on objects because there is another object (the occluder) -between them and a Light. Eevee uses a technique called Shadow Mapping to calculate these shadows. +between them and a Light. EEVEE uses a technique called Shadow Mapping to calculate these shadows. A shadow map is calculated by looking around from the position of each Light and finding the objects which are closest to the Light. These objects are called the nearest occluders. Everything which is behind (or, you can say, covered by) the nearest occluders will be in shadow. diff --git a/manual/render/eevee/render_settings/volumetrics.rst b/manual/render/eevee/render_settings/volumetrics.rst index e66ebf28f..64c5111e6 100644 --- a/manual/render/eevee/render_settings/volumetrics.rst +++ b/manual/render/eevee/render_settings/volumetrics.rst @@ -4,9 +4,9 @@ Volumetrics *********** -Eevee simulates volumetric scattering by evaluating all volume objects inside the view frustum. +EEVEE simulates volumetric scattering by evaluating all volume objects inside the view frustum. -To achieve this, Eevee uses several 3D textures which have a high video memory usage. +To achieve this, EEVEE uses several 3D textures which have a high video memory usage. The texture dimensions can be tweaked using the *Tile Size* and *Samples* parameters. Object volumes have some :ref:`limitations `. diff --git a/manual/render/eevee/world.rst b/manual/render/eevee/world.rst index 9e21cab14..7eb406ba2 100644 --- a/manual/render/eevee/world.rst +++ b/manual/render/eevee/world.rst @@ -6,7 +6,7 @@ World The world environment can emit light, ranging from a single solid color to arbitrary textures. -In Eevee, the world lighting contribution is first rendered and +In EEVEE, the world lighting contribution is first rendered and stored in smaller resolution textures before being applied to the objects. This makes the lighting less precise than Cycles. diff --git a/manual/render/introduction.rst b/manual/render/introduction.rst index 95f6a54b2..d8b2e0c0e 100644 --- a/manual/render/introduction.rst +++ b/manual/render/introduction.rst @@ -6,7 +6,7 @@ Introduction Rendering is the process of turning a 3D scene into a 2D image. Blender includes three render engines with different strengths: -- :doc:`Eevee ` is a physically based realtime renderer. +- :doc:`EEVEE ` is a physically based realtime renderer. - :doc:`Cycles ` is a physically based path tracer. - :doc:`Workbench ` is designed for layout, modeling and previews. @@ -16,7 +16,7 @@ Each renderer has its own render settings to control render quality and performa What the render looks like is defined by :doc:`cameras `, :doc:`lights ` and :doc:`materials `. -These are shared between Eevee and Cycles, however some features are only supported in one or the other. +These are shared between EEVEE and Cycles, however some features are only supported in one or the other. Renders can be split up into :doc:`layers and passes `, which can then be :doc:`composited ` together for creative control, or to combine diff --git a/manual/render/layers/passes.rst b/manual/render/layers/passes.rst index 20a93fd1e..79e53b7dd 100644 --- a/manual/render/layers/passes.rst +++ b/manual/render/layers/passes.rst @@ -70,7 +70,7 @@ Alpha Threshold With higher values surfaces that are mostly transparent can be skipped until an opaque surface is encountered. -Eevee +EEVEE ----- Include @@ -141,7 +141,7 @@ Other for that a glass BSDF with index of refraction 1.0 can be used. -Eevee +EEVEE ----- Diffuse @@ -177,7 +177,7 @@ Other Effects ======= -:guilabel:`Eevee only` +:guilabel:`EEVEE only` .. _bpy.types.ViewLayerEEVEE.use_pass_bloom: @@ -318,7 +318,7 @@ All these lighting passes can be combined to produce the final image as follows: .. figure:: /images/render_layers_passes_combine.svg -Eevee +EEVEE ----- The passes can be combined to produce the final image as follows: @@ -335,6 +335,6 @@ Known Limitations - Depth of field is not rendered in render passes except the combined pass. It is possible to add the depth of field back in the Compositor using the :ref:`Defocus node `. -- Eevee render passes exclude parts of the BSDF equation. +- EEVEE render passes exclude parts of the BSDF equation. :doc:`Shader to RGB ` is not supported as it needs the full BSDF equation. diff --git a/manual/render/layers/view_layer.rst b/manual/render/layers/view_layer.rst index 70a862a37..ec1b9744b 100644 --- a/manual/render/layers/view_layer.rst +++ b/manual/render/layers/view_layer.rst @@ -9,7 +9,7 @@ View Layer .. figure:: /images/render_layers_view-layer_panel.png - View Layer panel (shown here for the Eevee render engine). + View Layer panel (shown here for the EEVEE render engine). The Layer Panel shows the settings of the active View Layer. diff --git a/manual/render/lights/light_object.rst b/manual/render/lights/light_object.rst index 1401f9b0b..120f8f8ab 100644 --- a/manual/render/lights/light_object.rst +++ b/manual/render/lights/light_object.rst @@ -22,7 +22,7 @@ Color Renderer Settings ================= -- :doc:`Eevee specific settings ` +- :doc:`EEVEE specific settings ` - :doc:`Cycles specific settings ` diff --git a/manual/render/materials/components/volume.rst b/manual/render/materials/components/volume.rst index 431583fdf..a836bb98d 100644 --- a/manual/render/materials/components/volume.rst +++ b/manual/render/materials/components/volume.rst @@ -119,7 +119,7 @@ Multiple Scattering Real-world effects such as scattering in clouds or subsurface scattering require many scattering bounces. However, unbiased rendering of such effects can be noisy, so by default -the number of bounces is zero in Cycles, and no support is available in Eevee. +the number of bounces is zero in Cycles, and no support is available in EEVEE. The effect you get when rendering with zero volume bounces is what is known as "single scattering", the effect from more bounces is "multiple scattering". diff --git a/manual/render/materials/settings.rst b/manual/render/materials/settings.rst index 6e81dcfb9..849809265 100644 --- a/manual/render/materials/settings.rst +++ b/manual/render/materials/settings.rst @@ -14,7 +14,7 @@ Renderer Settings While shading nodes control the appearance, these settings control the quality and algorithms that each renderer uses to render the material. -- :doc:`Eevee specific settings ` +- :doc:`EEVEE specific settings ` - :doc:`Cycles specific settings ` diff --git a/manual/render/output/properties/stereoscopy/introduction.rst b/manual/render/output/properties/stereoscopy/introduction.rst index 1d4708319..2e556c381 100644 --- a/manual/render/output/properties/stereoscopy/introduction.rst +++ b/manual/render/output/properties/stereoscopy/introduction.rst @@ -6,7 +6,7 @@ Introduction .. figure:: /images/render_output_properties_stereoscopy_usage_viewport.png Multi-view is a complete toolset for working with stereoscopic rendering in Blender. -It works with both the Eevee and Cycles rendering engines. +It works with both the EEVEE and Cycles rendering engines. Cycles additionally supports stereoscopic panoramic cameras. There is support for many different stereo 3D visualization types. diff --git a/manual/render/shader_nodes/converter/shader_to_rgb.rst b/manual/render/shader_nodes/converter/shader_to_rgb.rst index 42da4b450..0c6189d70 100644 --- a/manual/render/shader_nodes/converter/shader_to_rgb.rst +++ b/manual/render/shader_nodes/converter/shader_to_rgb.rst @@ -8,7 +8,7 @@ Shader To RGB :align: right :alt: Shader to RGB. -:guilabel:`Eevee Only` +:guilabel:`EEVEE Only` The Shader to RGB node is typically used for non-photorealistic rendering, to apply additional effects on the output of BSDFs. diff --git a/manual/render/shader_nodes/input/light_path.rst b/manual/render/shader_nodes/input/light_path.rst index d62019c42..4754822c2 100644 --- a/manual/render/shader_nodes/input/light_path.rst +++ b/manual/render/shader_nodes/input/light_path.rst @@ -63,10 +63,10 @@ Transmission Depth :guilabel:`Cycles Only` This can be used to avoid black surfaces, due to low amount of max bounces. -Eevee Support +EEVEE Support ============= -Eevee has no real concept of rays. But in order to ease the workflow between Cycles and Eevee +EEVEE has no real concept of rays. But in order to ease the workflow between Cycles and EEVEE some of the outputs are only supported in particular cases. This node makes it possible to tweak indirect lighting in the shader. diff --git a/manual/render/shader_nodes/output/light.rst b/manual/render/shader_nodes/output/light.rst index 47fe89268..e0d682a3d 100644 --- a/manual/render/shader_nodes/output/light.rst +++ b/manual/render/shader_nodes/output/light.rst @@ -23,7 +23,7 @@ Properties Target Render engine the input shaders are used for. - By default shaders are shared between Cycles and Eevee, + By default shaders are shared between Cycles and EEVEE, with multiple output nodes specialized shader setups can be created for each. diff --git a/manual/render/shader_nodes/output/material.rst b/manual/render/shader_nodes/output/material.rst index e10d1fb57..406167493 100644 --- a/manual/render/shader_nodes/output/material.rst +++ b/manual/render/shader_nodes/output/material.rst @@ -27,7 +27,7 @@ Properties Target Render engine the input shaders are used for. - By default shaders are shared between Cycles and Eevee, + By default shaders are shared between Cycles and EEVEE, with multiple output nodes specialized shader setups can be created for each. diff --git a/manual/render/shader_nodes/output/world.rst b/manual/render/shader_nodes/output/world.rst index 0a1143467..bea2dc402 100644 --- a/manual/render/shader_nodes/output/world.rst +++ b/manual/render/shader_nodes/output/world.rst @@ -34,7 +34,7 @@ Properties Target Render engine the input shaders are used for. - By default shaders are shared between Cycles and Eevee, + By default shaders are shared between Cycles and EEVEE, with multiple output nodes specialized shader setups can be created for each. diff --git a/manual/render/shader_nodes/shader/principled.rst b/manual/render/shader_nodes/shader/principled.rst index d7bac8153..504e9b1eb 100644 --- a/manual/render/shader_nodes/shader/principled.rst +++ b/manual/render/shader_nodes/shader/principled.rst @@ -137,7 +137,7 @@ Distribution Subsurface Method Rendering method to simulate subsurface scattering. - .. note:: Eevee does use not support the *Random Walk* methods. + .. note:: EEVEE does not support the *Random Walk* methods. :Christensen-Burley: An approximation to physically-based volume scattering. diff --git a/manual/render/shader_nodes/shader/specular_bsdf.rst b/manual/render/shader_nodes/shader/specular_bsdf.rst index 19812507e..3fd0eb7be 100644 --- a/manual/render/shader_nodes/shader/specular_bsdf.rst +++ b/manual/render/shader_nodes/shader/specular_bsdf.rst @@ -8,7 +8,7 @@ Specular BSDF :align: right :alt: Specular BSDF node. -:guilabel:`Eevee Only` +:guilabel:`EEVEE Only` The *Specular* :abbr:`BSDF (Bidirectional Scattering Distribution Function)` combines multiple layers into a single easy to use node. diff --git a/manual/render/shader_nodes/shader/sss.rst b/manual/render/shader_nodes/shader/sss.rst index b20be338c..938429291 100644 --- a/manual/render/shader_nodes/shader/sss.rst +++ b/manual/render/shader_nodes/shader/sss.rst @@ -45,7 +45,7 @@ Properties Subsurface Method Rendering method to simulate subsurface scattering. - .. note:: Eevee does use not support the *Random Walk* methods. + .. note:: EEVEE does not support the *Random Walk* methods. :Christensen-Burley: An approximation to physically-based volume scattering. diff --git a/manual/render/workbench/introduction.rst b/manual/render/workbench/introduction.rst index 74bfd6f4e..64ef01441 100644 --- a/manual/render/workbench/introduction.rst +++ b/manual/render/workbench/introduction.rst @@ -13,7 +13,7 @@ Its primary task is to display a scene in the 3D Viewport when it is being worke the Workbench render engine can be selected as the *Render Engine* in the Render properties. By default the 3D Viewport uses Workbench to shade and light objects. -Unlike other render engines such as Eevee or Cycles, the Workbench engine does not use shader nodes. +Unlike other render engines such as EEVEE or Cycles, the Workbench engine does not use shader nodes. Instead, shading settings can be tweaked in the 3D Viewport's :doc:`Shading popover ` or the render properties when doing final renders. diff --git a/manual/scene_layout/object/types.rst b/manual/scene_layout/object/types.rst index ac5b811be..950a0fba4 100644 --- a/manual/scene_layout/object/types.rst +++ b/manual/scene_layout/object/types.rst @@ -55,7 +55,7 @@ New objects can be created with the *Add* menu in the 3D Viewport's header. :doc:`Light ` Empty objects that emit light and are used for lighting the scene in renders. :doc:`Light Probe ` - Used by the Eevee render engine to record lighting information for indirect lighting. + Used by the EEVEE render engine to record lighting information for indirect lighting. :doc:`Camera ` This is the virtual camera that is used to determine what appears in the render. diff --git a/manual/troubleshooting/gpu/common/introduction.rst b/manual/troubleshooting/gpu/common/introduction.rst index 907757c4f..51dd40194 100644 --- a/manual/troubleshooting/gpu/common/introduction.rst +++ b/manual/troubleshooting/gpu/common/introduction.rst @@ -3,7 +3,7 @@ Blender uses of OpenGL for the 3D Viewport and user interface. The graphics card (GPU) and driver have a big impact on Blender's behavior and performance. -This section lists possible solutions for graphics glitches, problems with Eevee and Cycles, +This section lists possible solutions for graphics glitches, problems with EEVEE and Cycles, and crashes related to your GPU. diff --git a/manual/troubleshooting/gpu/common/other.rst b/manual/troubleshooting/gpu/common/other.rst index b3ff39d62..f7eeaaaf1 100644 --- a/manual/troubleshooting/gpu/common/other.rst +++ b/manual/troubleshooting/gpu/common/other.rst @@ -36,7 +36,7 @@ Poor Performance Render Errors ------------- -See :doc:`Eevee ` and +See :doc:`EEVEE ` and :doc:`Cycles ` documentation respectively.