WIP: EEVEE-Next: Initial pass blender manual #104615
@ -15,3 +15,4 @@
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lighting.rst
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lighting.rst
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light_probes/index.rst
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light_probes/index.rst
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limitations.rst
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limitations.rst
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limitations_shadow.rst
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@ -3,23 +3,23 @@
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Introduction
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Introduction
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************
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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 focused on speed and interactivity while achieving the
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speed and interactivity while achieving the goal of rendering :abbr:`PBR (Physically Based Rendering)` materials.
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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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.. 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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EEVEE materials are created using the same shader nodes as Cycles, making it easy to render existing
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For Cycles users, this makes EEVEE work great for previewing materials in realtime.
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scenes. 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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EEVEE is a based on rasterization and not (like Cycles) a path traced render engine.
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Instead of computing each ray of light, EEVEE uses a process called rasterization.
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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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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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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 set of :doc:`limitations </render/eevee/limitations>`.
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.. figure:: /images/render_eevee_introduction_final-render.png
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.. figure:: /images/render_eevee_introduction_final-render.png
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@ -9,6 +9,6 @@
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:maxdepth: 2
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:maxdepth: 2
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introduction.rst
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introduction.rst
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irradiance_volumes.rst
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volume.rst
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reflection_cubemaps.rst
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sphere.rst
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reflection_planes.rst
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plane.rst
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@ -3,10 +3,10 @@
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Introduction
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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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Light 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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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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There are three different types of light probes. One for diffuse lighting, two for specular lighting.
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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.
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They are meant to guide the engine to compute better lighting quickly.
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@ -1,110 +0,0 @@
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******************
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Irradiance Volumes
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******************
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Diffuse indirect lighting is stored in volumetric arrays.
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These arrays are defined by the user using Irradiance Volume objects.
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They control how arrays are placed in the world as well as their resolution.
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Lighting is computed at the dot positions visible when the Irradiance Volume object is selected.
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.. seealso::
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:doc:`Indirect Lighting </render/eevee/render_settings/indirect_lighting>`.
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If Ambient Occlusion is enabled, it will be applied onto diffuse indirect lighting.
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If both Ambient Occlusion and "Bent Normals" are enabled
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the indirect lighting will be sampled from the least occluded direction and appear more correct.
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.. reference::
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:Panel: :menuselection:`Object Data --> Probe`
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Distance
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A probe object only influences the lighting of nearby surfaces.
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This influence zone is defined by the Distance parameter and object scaling.
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The influence distance varies a bit, depending on the probe type.
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For Irradiance Volumes, the influence inside the volume is always 100%.
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The influence decays only outside of the volume until
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the distance to the volume reaches the Distance parameter value (in local space).
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Falloff
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Percentage of the influence distance during which the influence of a probe fades linearly.
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Intensity
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Intensity factor of the recorded lighting.
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Making this parameter anything other than 1.0 is not physically correct. Use it for tweaking or artistic purposes.
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Resolution
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Spatial resolution for Irradiance Volumes is determined per probe.
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The local volume is divided into a regular grid of the specified dimensions.
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One irradiance sample will be computed for each cell in this grid.
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Clipping
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Defines the near and far clip distances when capturing the scene.
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.. warning::
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Clipping distances are applied at the samples positions and *not* at the grid origin.
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Visibility Collection
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In some cases, it is useful to limit which objects appear in the light probe's captured lighting.
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For instance, an object that is too close to a capture point might be better excluded.
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This is what the visibility collection does.
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Only objects that are in this collection will be visible when this probes captures the scene.
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There is also an option to invert this behavior and effectively hide the objects in this collection.
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.. note::
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This is only a filtering option. That means that if an object is not visible at render time
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it won't be visible during the probe render.
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Visibility
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==========
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For every grid point a small Variance Shadow Map is rendered.
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This visibility cubemap is used to reduce light leaking behind occluders.
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You can tweak the size of this map inside the render settings and
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tweak the bias and blur factors per grid inside the Probe Properties tab.
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Bias
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Reduces self-shadowing.
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Bleed Bias
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Increases the "contrast" of the depth test result.
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Blur
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Amount of blur to apply when filtering the visibility shadow map.
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Does not increase runtime cost but has a small effect on baking time.
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Blending
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========
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The lighting values from an Irradiance Volume will fade outwards until the volume bounds are reached.
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They will fade into the world's lighting or another Irradiance Volume's lighting.
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If multiple Irradiance Volumes overlap, smaller (in volume) ones will always have more priority.
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If an object is not inside any Irradiance Volume, or if the indirect lighting has not been baked,
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the world's diffuse lighting will be used to shade it.
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.. tip::
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- When lighting indoor environments, try to align grids with the room shape.
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- Try not to put too much resolution in empty areas or areas with a low amount of lighting variation.
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- You can fix bad samples by adding a smaller grid near the problematic area.
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Viewport Display
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================
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Influence
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Show the influence bounds in the 3D Viewport. The inner sphere is where the falloff starts.
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Clipping
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Show the clipping distance in the 3D Viewport.
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62
manual/render/eevee/light_probes/plane.rst
Normal file
62
manual/render/eevee/light_probes/plane.rst
Normal file
@ -0,0 +1,62 @@
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******************
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Light Probe Planes
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******************
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These special types of light probe object are suited to smooth planar surfaces.
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They basically capture the scene with a flipped camera.
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Using planar light probes adds more render time as the scene needs to be rendered as many times as
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there are light probe planes in the view.
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Light probe planes only work when ray tracing method is set to `Screen-Trace`. If ray tracing
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is enabled, light probe planes will serve as support buffers. This accelerates the tracing process
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and completes the missing data from the view space. This also make reflection more correct for the
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affected surfaces that have medium roughness and disturbed normals (i.e. normal maps).
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.. note::
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Reflections and Volumetrics are not supported inside Light probe planes.
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Placement
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=========
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If Backface Culling is not enabled, snapping the light probe plane to the planar surface
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will effectively capture the underside of the surface.
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You can manually move the light probe plane above the surface enough for it to not appear in the capture.
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Alternatively you can disable the light probe visibility in the object panel.
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.. reference::
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:Panel: :menuselection:`Object Data --> Probe`
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Clipping Offset
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Define how much below the plane the near clip is when capturing the scene.
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Increasing this can fix reflection contact problems.
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Distance
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||||||
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A probe object only influences the lighting of nearby surfaces.
|
||||||
|
This influence zone is defined by the Distance parameter and object scaling.
|
||||||
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The influence distance varies is a bit, depending on the probe type.
|
||||||
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For light probe planes the influence distance is the distance from the plane.
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Only surfaces whose normals are aligned with the Reflection Plane will receive the captured reflection.
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Viewport Display
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================
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.. reference::
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||||||
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:Panel: :menuselection:`Object Data --> Viewport Display`
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Influence
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Show the influence bounds in the 3D Viewport.
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Arrow Size
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Size of the arrow showing the reflection plane normal.
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Show Preview Plane
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Show the captured reflected image onto a fully reflective plane in the 3D Viewport.
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@ -1,94 +0,0 @@
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*******************
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Reflection Cubemaps
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*******************
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Specular Indirect Lighting is stored in an array of cubemaps. These are defined by the Reflection Cubemap objects.
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They specify where to sample the scene's lighting and where to apply it.
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.. seealso::
|
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||||||
|
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:doc:`Indirect Lighting </render/eevee/render_settings/indirect_lighting>`.
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*Screen Space Reflections* are much more precise than reflection cubemaps.
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If enabled, they have priority and cubemaps are used as a fall back if a ray misses.
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If *Ambient Occlusion* is enabled, it will be applied in a physically plausible manner to specular indirect lighting.
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.. note::
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The cube probes are encoded into tetrahedral maps. Some distortions may occur on the negative Z hemisphere.
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Those are more visible with higher roughness values.
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Blending
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========
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The lighting values from a Reflection Cubemap will fade outwards until the volume bounds are reached.
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|
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They will fade into the world's lighting or another Reflection Cubemap's lighting.
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If multiple Reflection Cubemaps overlap, smaller (in volume) ones will always have more priority.
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If an object is not inside any Reflection Cubemap influence,
|
|
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or if the indirect lighting has not been baked, the world's cubemap will be used to shade it.
|
|
||||||
|
|
||||||
.. reference::
|
|
||||||
|
|
||||||
:Panel: :menuselection:`Object Data --> Probe`
|
|
||||||
|
|
||||||
Distance
|
|
||||||
A probe object only influences the lighting of nearby surfaces.
|
|
||||||
This influence zone is defined by the Distance parameter and object scaling.
|
|
||||||
The influence distance varies is a bit, depending on the probe type.
|
|
||||||
|
|
||||||
For Reflection Cubemaps the influence volume can either be a box or a sphere centered on the probe's origin.
|
|
||||||
|
|
||||||
Falloff
|
|
||||||
Percentage of the influence distance during which the influence of a probe fades linearly.
|
|
||||||
|
|
||||||
Intensity
|
|
||||||
Intensity factor of the recorded lighting.
|
|
||||||
Making this parameter anything other than 1.0 is not physically correct.
|
|
||||||
Use it for tweaking or artistic purposes.
|
|
||||||
|
|
||||||
Clipping
|
|
||||||
Define the near and far clip distances when capturing the scene.
|
|
||||||
|
|
||||||
Visibility Collection
|
|
||||||
Sometimes, it is useful to limit which objects appear in the light probe's captured lighting.
|
|
||||||
For instance, an object that is too close to a capture point might be better excluded.
|
|
||||||
This is what the visibility collection does.
|
|
||||||
Only objects that are in this collection will be visible when this probe will capture the scene.
|
|
||||||
|
|
||||||
There is also an option to invert this behavior and effectively hide the objects inside this collection.
|
|
||||||
|
|
||||||
.. note::
|
|
||||||
|
|
||||||
This is only a filtering option.
|
|
||||||
That means if an object is not visible at render time it won't be visible during the probe render.
|
|
||||||
|
|
||||||
|
|
||||||
Custom Parallax
|
|
||||||
===============
|
|
||||||
|
|
||||||
.. reference::
|
|
||||||
|
|
||||||
:Panel: :menuselection:`Object Data --> Custom Parallax`
|
|
||||||
|
|
||||||
By default, the influence volume is also the parallax volume.
|
|
||||||
The parallax volume is a volume on which is projected the recorded lighting.
|
|
||||||
It should roughly fit it surrounding area. In some cases it may be better to
|
|
||||||
adjust the parallax volume without touching the influence parameters.
|
|
||||||
In this case, just enable the *Custom Parallax* and
|
|
||||||
change the shape and distance of the parallax volume independently.
|
|
||||||
|
|
||||||
|
|
||||||
Viewport Display
|
|
||||||
================
|
|
||||||
|
|
||||||
Influence
|
|
||||||
Show the influence bounds in the 3D Viewport. The inner sphere is where the falloff starts.
|
|
||||||
|
|
||||||
Clipping
|
|
||||||
Show the clipping distance in the 3D Viewport.
|
|
||||||
|
|
||||||
Parallax
|
|
||||||
Show the *Custom Parallax* shape in the 3D Viewport.
|
|
@ -1,88 +0,0 @@
|
|||||||
|
|
||||||
*****************
|
|
||||||
Reflection Planes
|
|
||||||
*****************
|
|
||||||
|
|
||||||
These special types of Probe object are suited to smooth planar surfaces.
|
|
||||||
They basically capture the whole scene with a flipped camera.
|
|
||||||
|
|
||||||
Using reflection planes is really heavy on the render time
|
|
||||||
because the scene needs to be rendered as many times as there is Reflection Planes in the view.
|
|
||||||
|
|
||||||
Unless Screen Space Reflection is enabled,
|
|
||||||
Reflection Planes only work on specular surfaces that have their roughness around 0.
|
|
||||||
|
|
||||||
If Screen Space Reflection is enabled, Reflection Planes will serve as support buffers.
|
|
||||||
This accelerates the tracing process and completes the missing data from the view space.
|
|
||||||
This also make reflection more correct for the affected surfaces that have medium roughness and
|
|
||||||
disturbed normals (i.e. normal maps).
|
|
||||||
|
|
||||||
.. note::
|
|
||||||
|
|
||||||
Subsurface Scattering, Screen Space Reflections and
|
|
||||||
Volumetrics are not supported inside Reflection Plane's reflection.
|
|
||||||
|
|
||||||
|
|
||||||
Placement
|
|
||||||
=========
|
|
||||||
|
|
||||||
If Backface Culling is not enabled, snapping the Reflection Plane to the planar surface
|
|
||||||
will effectively capture the underside of the surface.
|
|
||||||
|
|
||||||
You can manually move the Reflection Plane above the surface enough for it to not appear in the capture.
|
|
||||||
Alternatively you can put a floor object inside a collection and
|
|
||||||
use this collection as a Visibility Collection (inverted) inside the Reflection Plane's probe settings.
|
|
||||||
|
|
||||||
.. reference::
|
|
||||||
|
|
||||||
:Panel: :menuselection:`Object Data --> Probe`
|
|
||||||
|
|
||||||
Distance
|
|
||||||
A probe object only influences the lighting of nearby surfaces.
|
|
||||||
This influence zone is defined by the Distance parameter and object scaling.
|
|
||||||
The influence distance varies is a bit, depending on the probe type.
|
|
||||||
|
|
||||||
For Reflection Planes the influence distance is the distance from the plane.
|
|
||||||
Only surfaces whose normals are aligned with the Reflection Plane will receive the captured reflection.
|
|
||||||
|
|
||||||
Falloff
|
|
||||||
Percentage of the influence distance during which the influence of a probe fades linearly.
|
|
||||||
Also defines how much shading normals needs to be aligned with the plane to receive reflections.
|
|
||||||
|
|
||||||
Clipping Offset
|
|
||||||
Define how much below the plane the near clip is when capturing the scene.
|
|
||||||
Increasing this can fix reflection contact problems.
|
|
||||||
|
|
||||||
Visibility Collection
|
|
||||||
In some cases, it is useful to limit which objects appear in the light probe's captured lighting.
|
|
||||||
For instance, an object that is too close to a capture point might be better excluded.
|
|
||||||
This is what the visibility collection does.
|
|
||||||
Only objects that are in this collection will be visible when this probe will capture the scene.
|
|
||||||
|
|
||||||
There is also an option to invert this behavior and effectively hide the objects inside this collection.
|
|
||||||
|
|
||||||
.. note::
|
|
||||||
|
|
||||||
This is only a filtering option.
|
|
||||||
That means that if an object is not visible at render time it won't be visible during the probe render.
|
|
||||||
|
|
||||||
.. note::
|
|
||||||
|
|
||||||
Due to a limitation, dupli-objects cannot be hidden by using this option.
|
|
||||||
|
|
||||||
|
|
||||||
Viewport Display
|
|
||||||
================
|
|
||||||
|
|
||||||
.. reference::
|
|
||||||
|
|
||||||
:Panel: :menuselection:`Object Data --> Viewport Display`
|
|
||||||
|
|
||||||
Influence
|
|
||||||
Show the influence bounds in the 3D Viewport.
|
|
||||||
|
|
||||||
Arrow Size
|
|
||||||
Size of the arrow showing the reflection plane normal.
|
|
||||||
|
|
||||||
Show Preview Plane
|
|
||||||
Show the captured reflected image onto a fully reflective plane in the 3D Viewport.
|
|
64
manual/render/eevee/light_probes/sphere.rst
Normal file
64
manual/render/eevee/light_probes/sphere.rst
Normal file
@ -0,0 +1,64 @@
|
|||||||
|
|
||||||
|
******************
|
||||||
|
Light Probe Sphere
|
||||||
|
******************
|
||||||
|
|
||||||
|
Specular Indirect Lighting can be stored in a light probe sphere.
|
||||||
|
|
||||||
|
.. seealso::
|
||||||
|
|
||||||
|
:doc:`Indirect Lighting </render/eevee/render_settings/indirect_lighting>`.
|
||||||
|
|
||||||
|
*Ray traced reflections* are more precise than spherical light probes.
|
||||||
|
If enabled, they have priority and spherical light probes are used as a fall back if a ray misses.
|
||||||
|
|
||||||
|
.. note::
|
||||||
|
|
||||||
|
Spherical light probes are encoded into tetrahedral maps. Some distortions may occur on the
|
||||||
|
negative Z hemisphere. Those are more visible with higher roughness values.
|
||||||
|
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Panel: :menuselection:`Object Data --> Probe`
|
||||||
|
|
||||||
|
Shape/Type
|
||||||
|
Select the shape of the influence volume. Can be set to Sphere or Box.
|
||||||
|
|
||||||
|
Size
|
||||||
|
A probe object only influences the lighting of nearby surfaces.
|
||||||
|
This influence zone is defined by the size parameter and object scaling.
|
||||||
|
|
||||||
|
Falloff
|
||||||
|
Percentage of the influence distance during which the influence of a probe fades linearly.
|
||||||
|
|
||||||
|
Clipping
|
||||||
|
Define the near and far clip distances when capturing the scene.
|
||||||
|
|
||||||
|
|
||||||
|
Custom Parallax
|
||||||
|
===============
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Panel: :menuselection:`Object Data --> Custom Parallax`
|
||||||
|
|
||||||
|
By default, the influence volume is also the parallax volume.
|
||||||
|
The parallax volume is a volume on which the recorded light is projected.
|
||||||
|
It should roughly fit it surrounding area. In some cases it may be better to
|
||||||
|
adjust the parallax volume without touching the influence parameters.
|
||||||
|
In this case, just enable the *Custom Parallax* and
|
||||||
|
change the shape and radius of the parallax volume independently.
|
||||||
|
|
||||||
|
|
||||||
|
Viewport Display
|
||||||
|
================
|
||||||
|
|
||||||
|
Influence
|
||||||
|
Show the influence bounds in the 3D Viewport. The inner sphere is where the falloff starts.
|
||||||
|
|
||||||
|
Clipping
|
||||||
|
Show the clipping distance in the 3D Viewport.
|
||||||
|
|
||||||
|
Parallax
|
||||||
|
Show the *Custom Parallax* shape in the 3D Viewport.
|
88
manual/render/eevee/light_probes/volume.rst
Normal file
88
manual/render/eevee/light_probes/volume.rst
Normal file
@ -0,0 +1,88 @@
|
|||||||
|
|
||||||
|
******************
|
||||||
|
Light Probe Volume
|
||||||
|
******************
|
||||||
|
|
||||||
|
Diffuse indirect lighting is stored in a light probe volume object.
|
||||||
|
|
||||||
|
Lighting is computed at the dot positions visible when the Irradiance Volume object is selected.
|
||||||
|
|
||||||
|
If an object is not inside any Irradiance Volume, or if the indirect lighting has not been baked,
|
||||||
|
the world's diffuse lighting will be used to shade it.
|
||||||
|
|
||||||
|
.. tip::
|
||||||
|
|
||||||
|
- When lighting indoor environments, try to align grids with the room shape.
|
||||||
|
- Try not to put too much resolution in empty areas or areas with a low amount of lighting variation.
|
||||||
|
- You can fix bad samples by adding a smaller grid near the problematic area.
|
||||||
|
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Panel: :menuselection:`Object Data --> Probe`
|
||||||
|
|
||||||
|
Resolution
|
||||||
|
Spatial resolution for volumetric light probes is determined per probe.
|
||||||
|
The local volume is divided into a regular grid of the specified dimensions.
|
||||||
|
Irradiance light sample will be computed for each cell in this grid.
|
||||||
|
|
||||||
|
Intensity
|
||||||
|
Intensity factor of the recorded lighting.
|
||||||
|
Making this parameter anything other than 1.0 is not physically correct. Use it for tweaking or
|
||||||
|
artistic purposes.
|
||||||
|
|
||||||
|
Bake Samples
|
||||||
|
Number of ray directions to evaluate when baking.
|
||||||
|
|
||||||
|
Surfel Density
|
||||||
|
Number of surfels per unit distance. Higher values improves quality.
|
||||||
|
|
||||||
|
Capture Distance
|
||||||
|
The maximum distance to capture light from.
|
||||||
|
|
||||||
|
Clamp Direct
|
||||||
|
Clamp incoming direct light. 0.0 disables direct light clamping.
|
||||||
|
|
||||||
|
Clamp Indirect
|
||||||
|
Clamp incoming indirect light. 0.0 disables indirect light clamping.
|
||||||
|
|
||||||
|
Normal Bias
|
||||||
|
Offset sampling of the irradiance grid in the surface normal direction to reduce light bleeding.
|
||||||
|
|
||||||
|
Facing Bias
|
||||||
|
Smoother irradiance interpolation but introduce light bleeding.
|
||||||
|
|
||||||
|
Capture Surface Bias
|
||||||
|
Moves capture points position away from surfaces to avoid artifacts.
|
||||||
|
|
||||||
|
Capture Escape Bias
|
||||||
|
Moves capture points outside objects.
|
||||||
|
|
||||||
|
Dilation Threshold
|
||||||
|
Ratio of front-facing surface hits under which a grid sample will reuse neighbors grid sample
|
||||||
|
lighting.
|
||||||
|
|
||||||
|
Dilation radius
|
||||||
|
Radius in grid sample to search valid grid samples to copy into invalid grid samples.
|
||||||
|
|
||||||
|
Capture world
|
||||||
|
Bake incoming light fromn the world, instead of just visibility, for more accurate lighting,
|
||||||
|
but lose correct blending to surrounding irradiance volumes.
|
||||||
|
|
||||||
|
Capture Indirect
|
||||||
|
Bake light bounces from light source for more accurate lighting.
|
||||||
|
|
||||||
|
Capture Emission
|
||||||
|
Bake emissive surfaces for more accurate lighting.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Viewport Display
|
||||||
|
================
|
||||||
|
|
||||||
|
Influence
|
||||||
|
Show the influence bounds in the 3D Viewport. The inner sphere is where the falloff starts.
|
||||||
|
|
||||||
|
Clipping
|
||||||
|
Show the clipping distance in the 3D Viewport.
|
@ -18,34 +18,25 @@ Cameras
|
|||||||
Lights
|
Lights
|
||||||
======
|
======
|
||||||
|
|
||||||
- Only 128 active lights can be supported by EEVEE in a scene.
|
- For now lights can only have one color and do not support light node trees.
|
||||||
- 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.
|
|
||||||
|
|
||||||
|
|
||||||
Light Probes
|
Light Probes
|
||||||
============
|
============
|
||||||
|
|
||||||
- EEVEE only supports up to 128 active Reflection Cubemaps.
|
- EEVEE supports up to 128 active light probe spheres.
|
||||||
- EEVEE only supports up to 64 active Irradiance Volumes.
|
- EEVEE supports up to 16 active light probe planes inside the view frustum.
|
||||||
- EEVEE only supports up to 16 active Reflection Planes inside the view frustum.
|
|
||||||
|
|
||||||
|
|
||||||
Indirect Lighting
|
Indirect Lighting
|
||||||
=================
|
=================
|
||||||
|
|
||||||
- Volumetrics don't receive light from Irradiance Volumes but do receive world's diffuse lighting.
|
- Light probe capture does not support specular reflections. Specular energy is treated as diffuse.
|
||||||
- EEVEE does not support "specular to diffuse" light bounces nor "specular to specular" light bounces.
|
|
||||||
- All specular lighting is turned off during baking.
|
|
||||||
|
|
||||||
|
|
||||||
.. _eevee-limitations-shadows:
|
|
||||||
|
|
||||||
Shadows
|
Shadows
|
||||||
=======
|
=======
|
||||||
|
|
||||||
- Only 128 active lights can be supported by EEVEE in a scene.
|
- See :ref:`eevee-limitations-shadows` for a detailed explanation of shadow limitations.
|
||||||
- Only 8 Shadowed sun lights can be supported at the same time.
|
|
||||||
|
|
||||||
|
|
||||||
.. _eevee-limitations-volumetrics:
|
.. _eevee-limitations-volumetrics:
|
||||||
@ -55,10 +46,8 @@ Volumetrics
|
|||||||
|
|
||||||
- Only single scattering is supported.
|
- Only single scattering is supported.
|
||||||
- Volumetrics are rendered only for the camera "rays". They don't appear in reflections/refractions and probes.
|
- Volumetrics are rendered only for the camera "rays". They don't appear in reflections/refractions and probes.
|
||||||
- Volumetrics don't receive light from Irradiance Volumes but do receive diffuse lighting from the world.
|
|
||||||
- Volumetric shadowing only work in volumetrics. They won't cast shadows onto solid objects in the scene.
|
- Volumetric shadowing only work in volumetrics. They won't cast shadows onto solid objects in the scene.
|
||||||
- Volumetric shadowing only work for volumes inside the view frustum.
|
- Volumetric shadowing only work for volumes inside the view frustum.
|
||||||
- Volumetric lighting do not respect the lights shapes. They are treated as point lights.
|
|
||||||
|
|
||||||
|
|
||||||
.. _eevee-limitations-dof:
|
.. _eevee-limitations-dof:
|
||||||
@ -74,7 +63,7 @@ Depth of Field
|
|||||||
Screen Space Effects
|
Screen Space Effects
|
||||||
====================
|
====================
|
||||||
|
|
||||||
EEVEE is not a ray tracing engine and cannot do ray-triangle intersection.
|
EEVEE is not a path tracing engine and cannot do ray-triangle intersection.
|
||||||
Instead of this, EEVEE uses the depth buffer as an approximated scene representation.
|
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.
|
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.
|
However, only what is in inside the view can be considered when computing these effects.
|
||||||
@ -98,26 +87,21 @@ Ambient Occlusion
|
|||||||
-----------------
|
-----------------
|
||||||
|
|
||||||
- Objects are treated as infinitely thick, producing overshadowing if the *Distance* is really large.
|
- Objects are treated as infinitely thick, producing overshadowing if the *Distance* is really large.
|
||||||
|
- Objects are treated as uniformly thick, producing over- or under-shadowing depending on the
|
||||||
|
thickness value.
|
||||||
|
|
||||||
|
|
||||||
.. _eevee-limitations-reflections:
|
.. _eevee-limitations-raytracing:
|
||||||
|
|
||||||
Screen Space Reflections
|
Raytracing
|
||||||
------------------------
|
----------
|
||||||
|
|
||||||
- Only one glossy BSDF can emit screen space reflections.
|
|
||||||
- The evaluated BSDF is currently arbitrarily chosen.
|
|
||||||
- Screen Space Reflections will reflect transparent objects and objects using Screen Space Refraction
|
- Screen Space Reflections will reflect transparent objects and objects using Screen Space Refraction
|
||||||
but without accurate positioning due to the one layer depth buffer.
|
but without accurate positioning due to the one layer depth buffer.
|
||||||
|
- Blended materials and materials using raytrace refractions will not appear in dithered materials.
|
||||||
Clément Foucault
commented
in dithered materials reflections in dithered materials **reflections**
|
|||||||
|
- Blender materials are not compatible with raytracing.
|
||||||
.. _eevee-limitations-refraction:
|
|
||||||
|
|
||||||
Screen Space Refraction
|
|
||||||
-----------------------
|
|
||||||
|
|
||||||
- Only one refraction event is correctly modeled.
|
- Only one refraction event is correctly modeled.
|
||||||
- Only opaque and alpha hashed materials can be refracted.
|
- Only dithered materials *not* using Raytrace Refractions can be refracted.
|
||||||
|
|
||||||
|
|
||||||
.. _eevee-limitations-sss:
|
.. _eevee-limitations-sss:
|
||||||
@ -133,14 +117,6 @@ Subsurface Scattering
|
|||||||
leading to light leaking from surface to surface.
|
leading to light leaking from surface to surface.
|
||||||
|
|
||||||
|
|
||||||
Motion Blur
|
|
||||||
===========
|
|
||||||
|
|
||||||
:doc:`Motion Blur </render/eevee/render_settings/motion_blur>`
|
|
||||||
is only available in final renders and is not shown in the 3D Viewport
|
|
||||||
and thus :ref:`Viewport Renders <bpy.ops.render.opengl>`.
|
|
||||||
|
|
||||||
|
|
||||||
.. _eevee-limitations-materials:
|
.. _eevee-limitations-materials:
|
||||||
|
|
||||||
Materials
|
Materials
|
||||||
@ -154,14 +130,8 @@ Refractions
|
|||||||
Using Screen Space refraction will refract what is visible inside the view,
|
Using Screen Space refraction will refract what is visible inside the view,
|
||||||
and use the nearest probe if there is no hit.
|
and use the nearest probe if there is no hit.
|
||||||
|
|
||||||
Screen Space Reflections and Ambient Occlusion are not compatible with Screen Space Refraction;
|
Surfaces that use raytrace refraction will not cast ambient occlusion onto other materials not
|
||||||
they will be disabled on the surfaces that use it.
|
using this option.
|
||||||
Surfaces that use Screen Space Refraction will not appear in Screen Space Reflections at the right place.
|
|
||||||
Surfaces that use Screen Space Refraction will not cast Ambient Occlusion onto other surfaces.
|
|
||||||
|
|
||||||
Volume Objects
|
|
||||||
Object volume shaders will affect the whole bounding box of the object.
|
|
||||||
The shape of the volume must be adjusted using procedural texturing inside the shader.
|
|
||||||
|
|
||||||
|
|
||||||
Shader Nodes
|
Shader Nodes
|
||||||
@ -214,4 +184,4 @@ multiple :abbr:`GPU (Graphic Processing Unit, also known as Graphics Card)` syst
|
|||||||
Headless Rendering
|
Headless Rendering
|
||||||
==================
|
==================
|
||||||
|
|
||||||
There is currently no support for using EEVEE on headless systems (i.e. without a Display Manager).
|
Headless rendering is not supported on headless Windows systems.
|
||||||
|
12
manual/render/eevee/limitations_shadow.rst
Normal file
12
manual/render/eevee/limitations_shadow.rst
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
.. _eevee-limitations-shadows:
|
||||||
|
|
||||||
|
******************
|
||||||
|
Limitations shadow
|
||||||
|
******************
|
||||||
|
|
||||||
|
.. todo::
|
||||||
|
|
||||||
|
This section still needs to be written. Explaining the limitations of the SVM shadowing
|
||||||
|
algorithm.
|
||||||
|
|
||||||
|
|
@ -12,14 +12,3 @@ 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`.
|
See :doc:`/render/eevee/materials/nodes_support`.
|
||||||
|
|
||||||
|
|
||||||
Performance
|
|
||||||
===========
|
|
||||||
|
|
||||||
Performance is highly dependent on the number of BSDF nodes present in the node tree.
|
|
||||||
|
|
||||||
.. tip::
|
|
||||||
|
|
||||||
Prefer using the Principled BSDF instead of multiple BSDF nodes because EEVEE is optimized for it.
|
|
||||||
|
|
||||||
.. seealso:: :ref:`Limitations <eevee-limitations-materials>`.
|
|
||||||
|
@ -56,20 +56,17 @@ Emission
|
|||||||
Treated as indirect lighting and will only show up in :abbr:`SSR (Screen Space Reflection)`\ s and Probes.
|
Treated as indirect lighting and will only show up in :abbr:`SSR (Screen Space Reflection)`\ s and Probes.
|
||||||
|
|
||||||
Glass / Refraction BSDF
|
Glass / Refraction BSDF
|
||||||
Does not refract lights. Does not support Beckmann distribution.
|
Does not refract lights objects. Does not support Beckmann distribution.
|
||||||
See :ref:`Refraction limitations <eevee-limitations-refraction>`.
|
See :ref:`Raytracing limitations <eevee-limitations-raytracing>`.
|
||||||
|
|
||||||
Glossy BSDF
|
Glossy BSDF
|
||||||
Does not support Beckmann and Ashikhmin-Shirley distributions.
|
Does not support Beckmann and Ashikhmin-Shirley distributions.
|
||||||
|
|
||||||
Subsurface Scattering
|
Subsurface Scattering
|
||||||
Random Walk sampling is not supported. Per color channel Radius is specified by the default socket value.
|
Random Walk sampling, IOR and Anisotropic are not supported.
|
||||||
Any link plugged into this socket gets ignored.
|
|
||||||
Texture Blur is not accurate for any value other than 0.0 and 1.0.
|
|
||||||
|
|
||||||
Transparent BSDF
|
Transparent BSDF
|
||||||
Transparency will only have an effect if the Material blend mode is not Opaque.
|
Colored and additive transparency are only compatible with blended modes.
|
||||||
Colored and additive transparency are only compatible with "Alpha Blend" mode.
|
|
||||||
|
|
||||||
Translucent BSDF
|
Translucent BSDF
|
||||||
Does not diffuse the light inside the object. It only lights the object with reversed normals.
|
Does not diffuse the light inside the object. It only lights the object with reversed normals.
|
||||||
@ -90,8 +87,7 @@ Principled Volume
|
|||||||
Same as Volume Scatter. See :ref:`Volume Limitation <eevee-limitations-volumetrics>`.
|
Same as Volume Scatter. See :ref:`Volume Limitation <eevee-limitations-volumetrics>`.
|
||||||
|
|
||||||
Holdout
|
Holdout
|
||||||
Partially supported, using :ref:`Blend Modes <bpy.types.Material.blend_method>`
|
Partially supported, using dithered mode may give incorrect results.
|
||||||
other than *Alpha* may give incorrect results.
|
|
||||||
|
|
||||||
Anisotropic BSDF
|
Anisotropic BSDF
|
||||||
Not supported.
|
Not supported.
|
||||||
@ -115,9 +111,6 @@ Input Nodes
|
|||||||
Ambient Occlusion
|
Ambient Occlusion
|
||||||
The sample count is not used.
|
The sample count is not used.
|
||||||
|
|
||||||
Camera Data
|
|
||||||
EveHair Inforything is compatible.
|
|
||||||
|
|
||||||
Geometry
|
Geometry
|
||||||
Pointiness is not supported.
|
Pointiness is not supported.
|
||||||
|
|
||||||
@ -133,37 +126,26 @@ Attribute
|
|||||||
Bevel
|
Bevel
|
||||||
Not supported.
|
Not supported.
|
||||||
|
|
||||||
Fresnel
|
|
||||||
Everything is compatible.
|
|
||||||
|
|
||||||
Curves Info
|
Curves Info
|
||||||
The Random output uses a different :abbr:`RNG (Random Number Generator)` algorithm.
|
The Random output uses a different :abbr:`RNG (Random Number Generator)` algorithm.
|
||||||
Range and statistical distribution of the values should be the same but the values will be different.
|
Range and statistical distribution of the values should be the same but the values will be different.
|
||||||
|
|
||||||
Layer Weight
|
|
||||||
Everything is compatible.
|
|
||||||
|
|
||||||
Light Path
|
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.
|
some of the outputs are only supported in particular cases.
|
||||||
This node makes it possible to tweak indirect lighting in the shader.
|
This node makes it possible to tweak indirect lighting in the shader.
|
||||||
|
|
||||||
Only a subset of the outputs are supported and the ray depth does not exactly have the same meaning.
|
|
||||||
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.
|
|
||||||
|
|
||||||
- *Is Camera*: Supported.
|
- *Is Camera*: Supported.
|
||||||
- *Is Shadow*: Supported.
|
- *Is Shadow*: Supported.
|
||||||
- *Is Diffuse*: Supported.
|
- *Is Diffuse*: Set to 1.0 when baking light probe volume. Otherwise is set to 0.0.
|
||||||
- *Is Glossy*: Supported.
|
- *Is Glossy*: Set to 1.0 when baking light probe sphere or plane. Otherwise is set to 0.0.
|
||||||
- *Is Singular*: Not supported. Same as Is Glossy.
|
- *Is Singular*: Not supported. Same as Is Glossy.
|
||||||
- *Is Reflection*: Not supported. Same as Is Glossy.
|
- *Is Reflection*: Not supported. Same as Is Glossy.
|
||||||
- *Is Transmission*: Not supported. Same as Is Glossy.
|
- *Is Transmission*: Not supported. Same as Is Glossy.
|
||||||
- *Ray Length*: Not supported. Defaults to 1.0.
|
- *Ray Length*: Not supported. Defaults to 1.0.
|
||||||
- *Ray Depth*: Indicates the current bounce when baking the light cache.
|
- *Ray Depth*: Not supported. Defaults to 0.0.
|
||||||
- *Diffuse Depth*: Same as Ray Depth but only when baking diffuse light.
|
- *Diffuse Depth*: Partially supported. Set to 1.0 when baking light probe volume. Otherwise is set to 0.0.
|
||||||
- *Glossy Depth*: Same as Ray Depth but only when baking specular light.
|
- *Glossy Depth*: Partially supported. Set to 1.0 when baking light probe sphere or plane. Otherwise is set to 0.0.
|
||||||
- *Transparent Depth*: Not supported. Defaults to 0.
|
- *Transparent Depth*: Not supported. Defaults to 0.
|
||||||
- *Transmission Depth*: Not supported. Same as Glossy Depth.
|
- *Transmission Depth*: Not supported. Same as Glossy Depth.
|
||||||
|
|
||||||
@ -172,15 +154,9 @@ Light Path
|
|||||||
*Is Glossy* does not work with Screen Space Reflections/Refractions
|
*Is Glossy* does not work with Screen Space Reflections/Refractions
|
||||||
but does work with reflection planes (whether used with SSR or not).
|
but does work with reflection planes (whether used with SSR or not).
|
||||||
|
|
||||||
Object Info
|
|
||||||
Everything is compatible.
|
|
||||||
|
|
||||||
Particle Info
|
Particle Info
|
||||||
Not supported.
|
Not supported.
|
||||||
|
|
||||||
Tangent
|
|
||||||
Everything is compatible.
|
|
||||||
|
|
||||||
Texture Coordinate
|
Texture Coordinate
|
||||||
*From Instancer* is not supported.
|
*From Instancer* is not supported.
|
||||||
|
|
||||||
@ -219,12 +195,3 @@ Other Nodes
|
|||||||
|
|
||||||
Light Falloff
|
Light Falloff
|
||||||
Not supported.
|
Not supported.
|
||||||
|
|
||||||
Bump
|
|
||||||
Imprecision due to less precise derivatives.
|
|
||||||
|
|
||||||
Displacement/Vector Displacement
|
|
||||||
Not supported.
|
|
||||||
|
|
||||||
Material Output
|
|
||||||
Displacement output behavior is broken compared to Cycles.
|
|
||||||
|
@ -45,4 +45,4 @@ Edge Fading
|
|||||||
Clamp
|
Clamp
|
||||||
Clamp the reflected color intensity to remove noise and :term:`Fireflies`.
|
Clamp the reflected color intensity to remove noise and :term:`Fireflies`.
|
||||||
|
|
||||||
.. seealso:: :ref:`Limitations <eevee-limitations-reflections>`.
|
.. seealso:: :ref:`Limitations <eevee-limitations-raytracing>`.
|
||||||
|
Loading…
Reference in New Issue
Block a user
I think the previous wording was clearer.