Rename Eevee to EEVEE #104561
@ -89,7 +89,7 @@ Material Type
|
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|
||||
.. note::
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*Blend Mode* and *Shadow Mode* options are specific to the Eevee renderer.
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*Blend Mode* and *Shadow Mode* options are specific to the EEVEE renderer.
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For a detailed explanation of each option, see :doc:`Material Settings </render/eevee/materials/settings>`.
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Blend Mode
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|
@ -286,13 +286,13 @@ black. Note that the last value of a color tuple is the alpha value of the
|
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color. Furthermore, several other properties such as ``Metallic``,
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``Roughness`` and ``Transmission`` can be changed. These are the properties
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in the :doc:`Principled BSDF shader </render/shader_nodes/shader/principled>`.
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There are also some properties for :doc:`Eevee </render/eevee/index>`, which
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There are also some properties for :doc:`EEVEE </render/eevee/index>`, which
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can be used to determine the object's transparency etc.
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Note that in the header of the custom data file,
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all possible values of the string options ``P BSDF Subsurface method``,
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``P BSDF Distribution``, ``Eevee Blend Method`` and ``Eevee Shadow Method``
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``P BSDF Distribution``, ``EEVEE Blend Method`` and ``EEVEE Shadow Method``
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are listed.
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.. figure:: /images/addons_import-export_mesh-atomic_utilities-panel.png
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@ -268,7 +268,7 @@ If a Sheen Roughness Texture is used, glTF requires the values be written to the
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.. tip::
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Velvet BSDF node is only available on Cycles render engine.
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You may have to temporary switch to Cycles to add this node, and get back to Eevee.
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You may have to temporary switch to Cycles to add this node, and get back to EEVEE.
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.. note::
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@ -442,8 +442,8 @@ Double-Sided / Backface Culling
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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For materials where only the front faces will be visible, turn on *Backface Culling* in
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the *Settings* panel of an Eevee material. When using other engines (Cycles, Workbench)
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you can temporarily switch to Eevee to configure this setting, then switch back.
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the *Settings* panel of an EEVEE material. When using other engines (Cycles, Workbench)
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you can temporarily switch to EEVEE to configure this setting, then switch back.
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Leave this box unchecked for double-sided materials.
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@ -458,7 +458,7 @@ Blend Modes
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The Base Color input can optionally supply alpha values.
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How these values are treated by glTF depends on the selected blend mode.
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With the Eevee render engine selected, each material has a Blend Mode on
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With the EEVEE render engine selected, each material has a Blend Mode on
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the material settings panel. Use this setting to define how alpha values from
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the Base Color channel are treated in glTF. Three settings are supported by glTF:
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@ -472,7 +472,7 @@ Alpha Clip
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.. figure:: /images/addons_import-export_scene-gltf2_material-alpha-blend.png
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With the Eevee engine selected, a material's blend modes are configurable.
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With the EEVEE engine selected, a material's blend modes are configurable.
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.. note::
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@ -44,7 +44,7 @@ Instructions
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.. reference::
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:Category: Lighting
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:Description: Creates a Dynamic Sky for Cycles/Eevee.
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:Description: Creates a Dynamic Sky for Cycles/EEVEE.
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:Location: :menuselection:`3D Viewport --> Sidebar --> Create tab`
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:File: lighting_dynamic_sky.py
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:Author: Pratik Solanki
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@ -4,7 +4,7 @@ Material Utilities
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******************
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Materials Utilities/Specials is designed to help with batch materials tasks.
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The add-on works in either Eevee or Cycles renderers.
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The add-on works in either EEVEE or Cycles renderers.
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Common tasks are available from the :kbd:`Shift-Q` pop-up menu and also the Materials Specials menu.
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@ -14,7 +14,7 @@ The *ID Mask Node* can be used to access an alpha mask per object or per materia
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.. seealso::
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The ID Mask node is superseded by the :doc:`/compositing/types/matte/cryptomatte`.
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Cryptomatte is more feature complete and supported by Cycles and Eevee.
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Cryptomatte is more feature complete and supported by Cycles and EEVEE.
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It is recommended to use this feature moving forward.
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@ -12,7 +12,7 @@ Cryptomatte Node
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:guilabel:`CPU Compositor Only`
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The Cryptomatte node uses the Cryptomatte standard to efficiently create mattes for compositing.
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Cycles and Eevee output the required render passes, which can then be used in the Compositor
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Cycles and EEVEE output the required render passes, which can then be used in the Compositor
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or another compositor with Cryptomatte support to create masks for specified objects.
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Unlike the Material and Object Index passes, the objects to isolate are selected in compositing,
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@ -12,7 +12,7 @@ Cryptomatte Node (Legacy)
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:guilabel:`CPU Compositor Only`
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The Cryptomatte node uses the Cryptomatte standard to efficiently create mattes for compositing.
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Cycles and Eevee output the required render passes, which can then be used in the Compositor
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Cycles and EEVEE output the required render passes, which can then be used in the Compositor
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or another compositor with Cryptomatte support to create masks for specified objects.
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Unlike the Material and Object Index passes, the objects to isolate are selected in compositing,
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@ -201,7 +201,7 @@ Specular Highlighting
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Material Preview
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================
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Render the 3D Viewport with :doc:`Eevee </render/eevee/introduction>` and an HDRI environment.
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Render the 3D Viewport with :doc:`EEVEE </render/eevee/introduction>` and an HDRI environment.
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This mode is particularly suited for previewing materials and painting textures.
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You can select different lighting conditions to test your materials.
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@ -30,7 +30,7 @@ the Cycles Renderer.
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.. note::
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Viewport rendering only works for the Workbench and Eevee render engines.
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Viewport rendering only works for the Workbench and EEVEE render engines.
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It's not supported for Cycles.
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.. tip::
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@ -46,7 +46,7 @@ Some settings are located in the properties of the render engine
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that is used to render the view.
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Solid mode uses the render settings of Workbench;
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Material Preview mode uses the render settings of Eevee.
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Material Preview mode uses the render settings of EEVEE.
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Additionally, some output settings are used too:
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@ -34,7 +34,7 @@ These tabs contain settings for the active scene.
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.. _properties-render-tab:
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- Render: :doc:`Eevee </render/eevee/index>`,
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- Render: :doc:`EEVEE </render/eevee/index>`,
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:doc:`Cycles </render/cycles/render_settings/index>` or
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:doc:`Workbench </render/workbench/index>` settings
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- :doc:`Output </render/output/index>`
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@ -5,7 +5,7 @@ Shader Editor
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*************
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The Shader Editor is used to edit materials which are used for :doc:`rendering </render/index>`.
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Materials used by Cycles and Eevee are defined using a node tree.
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Materials used by Cycles and EEVEE are defined using a node tree.
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Therefore, the main window of the Shader editor is a :doc:`node editor </interface/controls/nodes/index>`.
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.. figure:: /images/editors_shader-editor_main.png
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@ -213,7 +213,7 @@ Pack
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* - :doc:`Light Probe </render/eevee/light_probes/introduction>`
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- |tick|
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- |none|
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- | Help achieve complex real-time lighting in Eevee.
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- | Help achieve complex real-time lighting in EEVEE.
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* - :doc:`Scene </scene_layout/scene/introduction>`
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- |tick|
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- |none|
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@ -248,13 +248,13 @@ Version/Revision Milestones
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`2.80 <https://www.blender.org/download/releases/2-80>`__ -- July 2019:
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A totally redesigned UI for easier navigation; improved viewport, gizmos, and tools.
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With Eevee a new physically based real-time render engine was created.
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With EEVEE a new physically based real-time render engine was created.
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The Grease Pencil got a big overhaul and is now a full 2D drawing and animation system.
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Replacing the old layers, collections are a powerful way to organize objects.
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Other improvements: Cycles, Modeling, Animation, Import/Export, Dependency Graph.
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`2.81 <https://www.blender.org/download/releases/2-81/>`__ -- November 2019:
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Revamped sculpting tools, Cycles OptiX accelerated rendering, denoising,
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many Eevee improvements, library overrides, UI improvements and much more.
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many EEVEE improvements, library overrides, UI improvements and much more.
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`2.82 <https://www.blender.org/download/releases/2-82/>`__ -- February 2020:
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UDIM and USD support, Mantaflow for fluids and smoke simulation,
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AI denoising, Grease Pencil improvements, and much more.
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@ -266,7 +266,7 @@ Version/Revision Milestones
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.. rubric:: Blender 2.9 -- Refining 2.8
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`2.90 <https://www.blender.org/download/releases/2-90/>`__ -- August 2020:
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Improved sky texture, Eevee motion blur, sculpting improvements,
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Improved sky texture, EEVEE motion blur, sculpting improvements,
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revamped modifier UI, improved modeling tools, and faster motion blur in Cycles.
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`2.91 <https://www.blender.org/download/releases/2-91/>`__ -- November 2020:
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Outliner improvements, property search, improved mesh Boolean operations, animation curves,
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@ -276,13 +276,13 @@ Version/Revision Milestones
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Cycles Color Attribute baking, APIC fluid simulations, Video Sequencer improvements, and much more.
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`2.93 <https://www.blender.org/download/releases/2-93/>`__ -- June 2021:
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New geometry nodes, sculpting improvements, Grease Pencil Line Art modifier along with other improvements,
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an improved :abbr:`DOF (Depth Of Field)` for the Eevee render engine, redesigned Cryptomatte workflow, and more.
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an improved :abbr:`DOF (Depth Of Field)` for the EEVEE render engine, redesigned Cryptomatte workflow, and more.
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.. rubric:: Blender 3.0 -- Optimizing Performance
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`3.0 <https://www.blender.org/download/releases/3-0/>`__ -- December 2021
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Asset Browser added, Cycles X, Eevee Attributes, New geometry nodes,
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Asset Browser added, Cycles X, EEVEE Attributes, New geometry nodes,
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animation update, Grease Pencil line art improvements, pose library,
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Open Image Denoising 2-8x faster, additional support for AMD on linux.
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@ -128,7 +128,7 @@ Sections
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:target: render/index.html
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:doc:`/render/index`
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Rendering and shading with Eevee, Cycles and Freestyle.
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Rendering and shading with EEVEE, Cycles and Freestyle.
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.. container:: card
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@ -58,7 +58,7 @@ Each socket is color-coded depending on what type of data it handles.
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.. rubric:: Built-in
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Shader (bright green)
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Used for shaders in :doc:`Cycles </render/cycles/index>` and :doc:`Eevee </render/eevee/index>`.
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Used for shaders in :doc:`Cycles </render/cycles/index>` and :doc:`EEVEE </render/eevee/index>`.
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Geometry (turquoise)
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Used in :doc:`Geometry Nodes </modeling/geometry_nodes/index>`.
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@ -1,7 +1,7 @@
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.. _bpy.types.SceneEEVEE:
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#########
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Eevee
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EEVEE
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#########
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.. toctree::
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@ -3,24 +3,24 @@
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Introduction
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************
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Eevee is Blender's realtime render engine built using :term:`OpenGL` focused on
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EEVEE is Blender's realtime render engine built using :term:`OpenGL` focused on
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speed and interactivity while achieving the goal of rendering :abbr:`PBR (Physically Based Rendering)` materials.
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Eevee can be used interactively in the 3D Viewport but also produce high quality final renders.
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EEVEE can be used interactively in the 3D Viewport but also produce high quality final renders.
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.. figure:: /images/render_eevee_introduction_viewport.png
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Eevee in the 3D Viewport -- "Tiger" by Daniel Bystedt.
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EEVEE in the 3D Viewport -- "Tiger" by Daniel Bystedt.
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Eevee materials are created using the same shader nodes as Cycles, making it easy to render existing scenes.
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For Cycles users, this makes Eevee work great for previewing materials in realtime.
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EEVEE materials are created using the same shader nodes as Cycles, making it easy to render existing scenes.
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For Cycles users, this makes EEVEE work great for previewing materials in realtime.
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Unlike Cycles, Eevee is not a raytrace render engine.
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Instead of computing each ray of light, Eevee uses a process called rasterization.
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Unlike Cycles, EEVEE is not a raytrace render engine.
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Instead of computing each ray of light, EEVEE uses a process called rasterization.
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Rasterization estimates the way light interacts with objects and materials using numerous algorithms.
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While Eevee is designed to use :abbr:`PBR (Physically Based Rendering)` principles,
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While EEVEE is designed to use :abbr:`PBR (Physically Based Rendering)` principles,
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it is not perfect and Cycles will always provide more physically accurate renders.
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Because Eevee uses rasterization it has a large set of :doc:`limitations </render/eevee/limitations>`.
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Because EEVEE uses rasterization it has a large set of :doc:`limitations </render/eevee/limitations>`.
|
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.. figure:: /images/render_eevee_introduction_final-render.png
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Eevee final render -- "Temple" by Dominik Graf.
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EEVEE final render -- "Temple" by Dominik Graf.
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|
@ -3,10 +3,10 @@
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Introduction
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||||
************
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||||
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Probe objects are used by Eevee as support objects.
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||||
Probe objects are used by EEVEE as support objects.
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They record lighting information locally in order to light the scene using indirect lighting.
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||||
|
||||
There are three different probe types. One for diffuse lighting, two for specular lighting.
|
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|
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These types of objects are only useful for Eevee (and by extension, the Material Preview mode).
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These types of objects are only useful for EEVEE (and by extension, the Material Preview mode).
|
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They are meant to guide the engine to compute better lighting quickly.
|
||||
|
@ -23,7 +23,7 @@ Common
|
||||
.. _bpy.types.Light.use_custom_distance:
|
||||
.. _bpy.types.Light.cutoff_distance:
|
||||
|
||||
Eevee
|
||||
EEVEE
|
||||
=====
|
||||
|
||||
Specular
|
||||
|
@ -3,10 +3,10 @@
|
||||
Limitations
|
||||
***********
|
||||
|
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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.
|
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|
||||
@ -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).
|
||||
|
@ -3,13 +3,13 @@
|
||||
Introduction
|
||||
************
|
||||
|
||||
Eevee's materials system uses the same node based approach as :doc:`Cycles </render/materials/index>`.
|
||||
EEVEE's materials system uses the same node based approach as :doc:`Cycles </render/materials/index>`.
|
||||
|
||||
|
||||
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 <eevee-limitations-materials>`.
|
||||
|
@ -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 </render/shader_nodes/index>`.
|
||||
|
||||
|
||||
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 </render/shader_nodes/converter/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.
|
||||
|
||||
|
@ -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.
|
||||
|
@ -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 </render/cameras>` properties.
|
||||
Whereas the quality of the effect can be controlled by the settings found in the present section.
|
||||
|
@ -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.
|
||||
|
||||
|
@ -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.
|
||||
|
@ -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::
|
||||
|
@ -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.
|
||||
|
@ -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 <eevee-limitations-volumetrics>`.
|
||||
|
@ -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.
|
||||
|
||||
|
@ -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 </render/eevee/index>` is a physically based realtime renderer.
|
||||
- :doc:`EEVEE </render/eevee/index>` is a physically based realtime renderer.
|
||||
- :doc:`Cycles </render/cycles/index>` is a physically based path tracer.
|
||||
- :doc:`Workbench </render/workbench/index>` 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 </render/cameras>`,
|
||||
:doc:`lights </render/lights/index>` and :doc:`materials </render/materials/index>`.
|
||||
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 </render/layers/index>`, which can then
|
||||
be :doc:`composited </compositing/index>` together for creative control, or to combine
|
||||
|
@ -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 <bpy.types.CompositorNodeDefocus>`.
|
||||
- Eevee render passes exclude parts of the BSDF equation.
|
||||
- EEVEE render passes exclude parts of the BSDF equation.
|
||||
:doc:`Shader to RGB </render/shader_nodes/converter/shader_to_rgb>` is not supported as it needs
|
||||
the full BSDF equation.
|
||||
|
@ -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.
|
||||
|
||||
|
@ -22,7 +22,7 @@ Color
|
||||
Renderer Settings
|
||||
=================
|
||||
|
||||
- :doc:`Eevee specific settings </render/eevee/lighting>`
|
||||
- :doc:`EEVEE specific settings </render/eevee/lighting>`
|
||||
- :doc:`Cycles specific settings </render/cycles/light_settings>`
|
||||
|
||||
|
||||
|
@ -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".
|
||||
|
||||
|
@ -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 </render/eevee/materials/settings>`
|
||||
- :doc:`EEVEE specific settings </render/eevee/materials/settings>`
|
||||
- :doc:`Cycles specific settings </render/cycles/material_settings>`
|
||||
|
||||
|
||||
|
@ -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.
|
||||
|
||||
|
@ -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.
|
||||
|
@ -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.
|
||||
|
||||
|
@ -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.
|
||||
|
||||
|
||||
|
@ -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.
|
||||
|
||||
|
||||
|
@ -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.
|
||||
|
||||
|
||||
|
@ -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 use not support the *Random Walk* methods.
|
||||
|
||||
:Christensen-Burley:
|
||||
An approximation to physically-based volume scattering.
|
||||
|
@ -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.
|
||||
|
@ -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 use not support the *Random Walk* methods.
|
||||
|
||||
:Christensen-Burley:
|
||||
An approximation to physically-based volume scattering.
|
||||
|
@ -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 </editors/3dview/display/shading>`
|
||||
or the render properties when doing final renders.
|
||||
|
||||
|
@ -55,7 +55,7 @@ New objects can be created with the *Add* menu in the 3D Viewport's header.
|
||||
:doc:`Light </render/lights/light_object>`
|
||||
Empty objects that emit light and are used for lighting the scene in renders.
|
||||
:doc:`Light Probe </render/eevee/light_probes/introduction>`
|
||||
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 </render/cameras>`
|
||||
This is the virtual camera that is used to determine what appears in the render.
|
||||
|
@ -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.
|
||||
|
||||
|
||||
|
@ -36,7 +36,7 @@ Poor Performance
|
||||
Render Errors
|
||||
-------------
|
||||
|
||||
See :doc:`Eevee </render/eevee/limitations>` and
|
||||
See :doc:`EEVEE </render/eevee/limitations>` and
|
||||
:doc:`Cycles </render/cycles/gpu_rendering>` documentation respectively.
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user