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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lighting.rst lighting.rst
light_probes/index.rst light_probes/index.rst
limitations.rst limitations.rst
limitations_shadow.rst

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Introduction Introduction
************ ************
EEVEE is Blender's realtime render engine built using :term:`OpenGL` focused on EEVEE is Blender's realtime render engine focused on speed and interactivity while achieving the
speed and interactivity while achieving the goal of rendering :abbr:`PBR (Physically Based Rendering)` materials. 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 .. 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. EEVEE materials are created using the same shader nodes as Cycles, making it easy to render existing
For Cycles users, this makes EEVEE work great for previewing materials in realtime. 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.
Instead of computing each ray of light, EEVEE uses a process called rasterization. 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. 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. 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 set of :doc:`limitations </render/eevee/limitations>`.
.. figure:: /images/render_eevee_introduction_final-render.png .. figure:: /images/render_eevee_introduction_final-render.png

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:maxdepth: 2 :maxdepth: 2
introduction.rst introduction.rst
irradiance_volumes.rst volume.rst
reflection_cubemaps.rst sphere.rst
reflection_planes.rst plane.rst

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Introduction Introduction
************ ************
Probe objects are used by EEVEE as support objects. Light probe objects are used by EEVEE as support objects.
They record lighting information locally in order to light the scene using indirect lighting. 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. There are three different types of light probes. 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. They are meant to guide the engine to compute better lighting quickly.

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******************
Irradiance Volumes
******************
Diffuse indirect lighting is stored in volumetric arrays.
These arrays are defined by the user using Irradiance Volume objects.
They control how arrays are placed in the world as well as their resolution.
Lighting is computed at the dot positions visible when the Irradiance Volume object is selected.
.. seealso::
:doc:`Indirect Lighting </render/eevee/render_settings/indirect_lighting>`.
If Ambient Occlusion is enabled, it will be applied onto diffuse indirect lighting.
If both Ambient Occlusion and "Bent Normals" are enabled
the indirect lighting will be sampled from the least occluded direction and appear more correct.
.. 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 a bit, depending on the probe type.
For Irradiance Volumes, the influence inside the volume is always 100%.
The influence decays only outside of the volume until
the distance to the volume reaches the Distance parameter value (in local space).
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.
Resolution
Spatial resolution for Irradiance Volumes is determined per probe.
The local volume is divided into a regular grid of the specified dimensions.
One irradiance sample will be computed for each cell in this grid.
Clipping
Defines the near and far clip distances when capturing the scene.
.. warning::
Clipping distances are applied at the samples positions and *not* at the grid origin.
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 probes captures the scene.
There is also an option to invert this behavior and effectively hide the objects in 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.
Visibility
==========
For every grid point a small Variance Shadow Map is rendered.
This visibility cubemap is used to reduce light leaking behind occluders.
You can tweak the size of this map inside the render settings and
tweak the bias and blur factors per grid inside the Probe Properties tab.
Bias
Reduces self-shadowing.
Bleed Bias
Increases the "contrast" of the depth test result.
Blur
Amount of blur to apply when filtering the visibility shadow map.
Does not increase runtime cost but has a small effect on baking time.
Blending
========
The lighting values from an Irradiance Volume will fade outwards until the volume bounds are reached.
They will fade into the world's lighting or another Irradiance Volume's lighting.
If multiple Irradiance Volumes overlap, smaller (in volume) ones will always have more priority.
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.
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.

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******************
Light Probe Planes
******************
These special types of light probe object are suited to smooth planar surfaces.
They basically capture the scene with a flipped camera.
Using planar light probes adds more render time as the scene needs to be rendered as many times as
there are light probe planes in the view.
Light probe planes only work when ray tracing method is set to `Screen-Trace`. If ray tracing
is enabled, light probe 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::
Reflections and Volumetrics are not supported inside Light probe planes.
Placement
=========
If Backface Culling is not enabled, snapping the light probe plane to the planar surface
will effectively capture the underside of the surface.
You can manually move the light probe plane above the surface enough for it to not appear in the capture.
Alternatively you can disable the light probe visibility in the object panel.
.. reference::
:Panel: :menuselection:`Object Data --> Probe`
Clipping Offset
Define how much below the plane the near clip is when capturing the scene.
Increasing this can fix reflection contact problems.
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 light probe 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.
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.

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*******************
Reflection Cubemaps
*******************
Specular Indirect Lighting is stored in an array of cubemaps. These are defined by the Reflection Cubemap objects.
They specify where to sample the scene's lighting and where to apply it.
.. seealso::
:doc:`Indirect Lighting </render/eevee/render_settings/indirect_lighting>`.
*Screen Space Reflections* are much more precise than reflection cubemaps.
If enabled, they have priority and cubemaps are used as a fall back if a ray misses.
If *Ambient Occlusion* is enabled, it will be applied in a physically plausible manner to specular indirect lighting.
.. note::
The cube probes are encoded into tetrahedral maps. Some distortions may occur on the negative Z hemisphere.
Those are more visible with higher roughness values.
Blending
========
The lighting values from a Reflection Cubemap will fade outwards until the volume bounds are reached.
They will fade into the world's lighting or another Reflection Cubemap's lighting.
If multiple Reflection Cubemaps overlap, smaller (in volume) ones will always have more priority.
If an object is not inside any Reflection Cubemap influence,
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.

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*****************
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.

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******************
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.

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******************
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.

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@ -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.

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.

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@ -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.

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@ -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>`.

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@ -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.

View File

@ -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>`.