Rename Eevee to EEVEE #104561

Merged
Aaron Carlisle merged 10 commits from persun/blender-manual:eevee-rename into blender-v4.0-release 2023-10-03 20:24:58 +02:00
53 changed files with 108 additions and 108 deletions

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@ -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

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@ -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 </render/eevee/materials/settings>`.
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
color. Furthermore, several other properties such as ``Metallic``,
``Roughness`` and ``Transmission`` can be changed. These are the properties
in the :doc:`Principled BSDF shader </render/shader_nodes/shader/principled>`.
There are also some properties for :doc:`Eevee </render/eevee/index>`, which
There are also some properties for :doc:`EEVEE </render/eevee/index>`, 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

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@ -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

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@ -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::

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@ -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

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@ -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.

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@ -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,

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@ -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,

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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
.. 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.

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@ -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 -----------------------------------------------------

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@ -201,7 +201,7 @@ Specular Highlighting
Material Preview
================
Render the 3D Viewport with :doc:`Eevee </render/eevee/introduction>` and an HDRI environment.
Render the 3D Viewport with :doc:`EEVEE </render/eevee/introduction>` 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.

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@ -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:

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@ -34,7 +34,7 @@ These tabs contain settings for the active scene.
.. _properties-render-tab:
- Render: :doc:`Eevee </render/eevee/index>`,
- Render: :doc:`EEVEE </render/eevee/index>`,
:doc:`Cycles </render/cycles/render_settings/index>` or
:doc:`Workbench </render/workbench/index>` settings
- :doc:`Output </render/output/index>`

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@ -5,7 +5,7 @@ Shader Editor
*************
The Shader Editor is used to edit materials which are used for :doc:`rendering </render/index>`.
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 </interface/controls/nodes/index>`.
.. figure:: /images/editors_shader-editor_main.png

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@ -213,7 +213,7 @@ Pack
* - :doc:`Light Probe </render/eevee/light_probes/introduction>`
- |tick|
- |none|
- | Help achieve complex real-time lighting in Eevee.
- | Help achieve complex real-time lighting in EEVEE.
* - :doc:`Scene </scene_layout/scene/introduction>`
- |tick|
- |none|

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@ -248,13 +248,13 @@ Version/Revision Milestones
`2.80 <https://www.blender.org/download/releases/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 <https://www.blender.org/download/releases/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 <https://www.blender.org/download/releases/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 <https://www.blender.org/download/releases/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 <https://www.blender.org/download/releases/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 <https://www.blender.org/download/releases/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 <https://www.blender.org/download/releases/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.

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@ -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

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@ -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 </render/cycles/index>` and :doc:`Eevee </render/eevee/index>`.
Used for shaders in :doc:`Cycles </render/cycles/index>` and :doc:`EEVEE </render/eevee/index>`.
Geometry (turquoise)
Used in :doc:`Geometry Nodes </modeling/geometry_nodes/index>`.

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@ -1,7 +1,7 @@
.. _bpy.types.SceneEEVEE:
#########
Eevee
EEVEE
#########
.. toctree::

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@ -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 </render/eevee/limitations>`.
Because EEVEE uses rasterization it has a large set of :doc:`limitations </render/eevee/limitations>`.
.. figure:: /images/render_eevee_introduction_final-render.png
Eevee final render -- "Temple" by Dominik Graf.
EEVEE final render -- "Temple" by Dominik Graf.

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@ -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.

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@ -23,7 +23,7 @@ Common
.. _bpy.types.Light.use_custom_distance:
.. _bpy.types.Light.cutoff_distance:
Eevee
EEVEE
=====
Specular

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@ -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).

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@ -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>`.

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@ -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.

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@ -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.

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@ -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.

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@ -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.

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@ -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.

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@ -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::

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@ -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.

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@ -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>`.

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@ -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.

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@ -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

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@ -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.

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@ -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.

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@ -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>`

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@ -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".

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@ -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>`

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@ -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.

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@ -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.

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@ -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.

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@ -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.

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@ -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.

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@ -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.

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@ -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.

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@ -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.

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@ -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.

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@ -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.

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@ -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.

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@ -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.

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@ -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.