WIP: EEVEE-Next: Initial pass blender manual #104615
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Reference: blender/blender-manual#104615
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Delete Branch "Jeroen-Bakker/blender-manual:eevee-next/first-iteration"
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This is an initial pass adding parts of EEVEE-Next to the manual.
It includes the following sections
Some parts have been tagged with todo as this has to be written or reviewed by Clement.
Mostly the shadowing pipeline.
TODO
EEVEE-Next: Initial pass blender manualto WIP: EEVEE-Next: Initial pass blender manualWIP: EEVEE-Next: Initial pass blender manualto EEVEE-Next: Initial pass blender manual@ -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.
@ -116,3 +101,1 @@
Screen Space Refraction
-----------------------
- Blended materials and materials using raytrace refractions will not appear in dithered materials.
in dithered materials reflections
@ -0,0 +14,4 @@
occlusion.
Bias
Bias the horozon angles to reduce self intersection artifacts.
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
@ -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.
@ -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.
@ -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.
EEVEE-Next: Initial pass blender manualto WIP: EEVEE-Next: Initial pass blender manualJeroen Bakker referenced this pull request from blender/blender2024-02-13 11:57:34 +01:00
We need to add displacement splitting faces because of flat normals as limitation see #114029
Replacing this PR by #104816
Pull request closed