WIP: EEVEE-Next: Initial pass blender manual #104615

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Jeroen Bakker wants to merge 5 commits from Jeroen-Bakker/blender-manual:eevee-next/first-iteration into main

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This is an initial pass adding parts of EEVEE-Next to the manual.
It includes the following sections

  • Limitations
  • Light probes
  • Introduction
  • Material nodes
  • Material settings
  • World settings
  • Render settings
  • Light settings

Some parts have been tagged with todo as this has to be written or reviewed by Clement.
Mostly the shadowing pipeline.

TODO

  • Add limitation that displacement only works on smooth shaded objects. Flat shaded objects will show cracks as vertex normals are not available.
This is an initial pass adding parts of EEVEE-Next to the manual. It includes the following sections - Limitations - Light probes - Introduction - Material nodes - Material settings - World settings - Render settings - Light settings Some parts have been tagged with todo as this has to be written or reviewed by Clement. Mostly the shadowing pipeline. **TODO** * [ ] Add limitation that displacement only works on smooth shaded objects. Flat shaded objects will show cracks as vertex normals are not available.
Jeroen Bakker added 1 commit 2023-11-02 14:31:34 +01:00
This is an initial pass adding parts of EEVEE-Next to the manual.
It includes the following sections

- Limitations
- Light probes
- Introduction
- Material nodes

Some parts have been tagged with todo as this has to be written or reviewed by Clement.
Mostly the shadowing pipeline.
Jeroen Bakker added the
Module
Eevee & Viewport
label 2023-11-02 14:33:05 +01:00
Jeroen Bakker self-assigned this 2023-11-02 14:33:17 +01:00
Jeroen Bakker changed title from EEVEE-Next: Initial pass blender manual to WIP: EEVEE-Next: Initial pass blender manual 2023-11-02 14:33:30 +01:00
Jeroen Bakker added 1 commit 2023-11-13 09:51:52 +01:00
Jeroen Bakker changed title from WIP: EEVEE-Next: Initial pass blender manual to EEVEE-Next: Initial pass blender manual 2023-11-13 09:54:55 +01:00
Jeroen Bakker added 1 commit 2023-11-13 09:55:15 +01:00
Jeroen Bakker added 1 commit 2023-11-13 10:38:14 +01:00
Aaron Carlisle requested review from Clément Foucault 2023-11-15 01:46:28 +01:00
Clément Foucault requested changes 2023-11-21 15:48:53 +01:00
@ -16,2 +15,3 @@
scenes. For Cycles users, this makes EEVEE work great for previewing materials in realtime.
Unlike Cycles, EEVEE is not a raytrace render engine.
EEVEE is a based on rasterization and not (like Cycles) a path traced render engine.

I think the previous wording was clearer.

I think the previous wording was clearer.
@ -116,3 +101,1 @@
Screen Space Refraction
-----------------------
- Blended materials and materials using raytrace refractions will not appear in dithered materials.

in dithered materials reflections

in dithered materials **reflections**
@ -0,0 +14,4 @@
occlusion.
Bias
Bias the horozon angles to reduce self intersection artifacts.

horozon

horozon
@ -0,0 +29,4 @@
Ray Type
========
When the settings are split per ray type this section will be repeated for reflection, refraction

will be repeated > is repeated

`will be repeated` > `is repeated`
@ -23,2 +24,2 @@
Viewport Denoising
Reduces noise while moving the viewport or during animation playback.
Temporal Reprojection
Reduces noise while moving the viewport or during animation playback. Can leave some ghosting.

Can leave some ghosting. > This can create some ghosting artifact.

Can leave some ghosting. > This can create some ghosting artifact.
@ -331,3 +331,2 @@
- Alpha blended materials are not rendered in render passes except the combined pass.
Use the *Alpha Clip* or *Alpha Hashed* as :ref:`Blending Mode <bpy.types.Material.blend_method>`
- Blended materials are not rendered in render passes except the combined pass.

except the combined pass and the Effect > Transparent pass.

I believe this option also needs to figure in the manual if it is not already present.

except the combined pass **and the Effect > Transparent pass**. I believe this option also needs to figure in the manual if it is not already present.
@ -74,3 +74,2 @@
In order for the *Is Camera*, *Is Shadow*, *Is Diffuse*, and *Is Glossy* outputs to work,
the object must be inside an :doc:`Irradiance Volume </render/eevee/light_probes/irradiance_volumes>`
and :doc:`/render/eevee/render_settings/indirect_lighting` must be baked.
the object must be inside an :doc:`Irradiance Volume </render/eevee/light_probes/volume>`

Irradiance Volume > Volume Light Probe

Maybe check other occurences.

Irradiance Volume > Volume Light Probe Maybe check other occurences.
Aaron Carlisle changed title from EEVEE-Next: Initial pass blender manual to WIP: EEVEE-Next: Initial pass blender manual 2024-02-04 20:28:41 +01:00

We need to add displacement splitting faces because of flat normals as limitation see #114029

We need to add displacement splitting faces because of flat normals as limitation see #114029
Clément Foucault added 1 commit 2024-06-06 17:14:57 +02:00

Replacing this PR by #104816

Replacing this PR by #104816

Pull request closed

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Reference: blender/blender-manual#104615
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