WIP: EEVEE-Next: Initial pass blender manual #104615
@ -46,11 +46,11 @@ Transparent shadows
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Render Method
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Render Method
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Controls the blending and the compatibility with certain features.
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Controls the blending and the compatibility with certain features.
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Dithered
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:Dithered:
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Allows for grayscale hashed transparency, and compatible with render passes and raytracing.
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Allows for grayscale hashed transparency, and compatible with render passes and raytracing.
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Also know as deferred rendering.
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Also know as deferred rendering.
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Blended
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:Blended:
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Allows the colored transparency, but incompatible with render passes and raytracing. Also
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Allows the colored transparency, but incompatible with render passes and raytracing. Also
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known as forward rendering.
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known as forward rendering.
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@ -71,11 +71,11 @@ Volume
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Intersection
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Intersection
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Determines which inner part of the mesh will produce volumetric effect.
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Determines which inner part of the mesh will produce volumetric effect.
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Fast
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:Fast:
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Each gace is considered as a medium interface. Gives correct results for manifold geometry
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Each gace is considered as a medium interface. Gives correct results for manifold geometry
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that contains no inner part.
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that contains no inner part.
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Accurate
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:Accurate:
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Faces are considered as medium interface only when they have different consecutive facing.
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Faces are considered as medium interface only when they have different consecutive facing.
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Gives correct results as long as the max ray depth is not exceeded. Has significant memory
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Gives correct results as long as the max ray depth is not exceeded. Has significant memory
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overhead compared to the fast method.
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overhead compared to the fast method.
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@ -11,19 +11,19 @@ Raytracing
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Method
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Method
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Select the tracing method used to find scene-ray intersecions
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Select the tracing method used to find scene-ray intersecions
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Screen-Trace
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:Screen-Trace:
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Raytrace against the depth buffer
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Raytrace against the depth buffer
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None
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:None:
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No intersection with scene geometry
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No intersection with scene geometry
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Settings
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Settings
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Split the settings per ray type (Reflection/Refraction/Diffuse)
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Split the settings per ray type (Reflection/Refraction/Diffuse)
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Unified
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:Unified:
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All the ray types use the same settings
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All the ray types use the same settings
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Split
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:Split:
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Settings are individual to each ray type
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Settings are individual to each ray type
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Ray Type
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Ray Type
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