WIP: EEVEE-Next: Initial pass blender manual #104615
@ -7,7 +7,7 @@ Specular Indirect Lighting can be stored in a light probe sphere.
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.. seealso::
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.. seealso::
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:doc:`Indirect Lighting </render/eevee/render_settings/indirect_lighting>`.
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:doc:`Indirect Lighting </render/eevee/render_settings/light_probes>`.
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*Ray traced reflections* are more precise than spherical light probes.
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*Ray traced reflections* are more precise than spherical light probes.
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If enabled, they have priority and spherical light probes are used as a fall back if a ray misses.
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If enabled, they have priority and spherical light probes are used as a fall back if a ray misses.
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@ -52,9 +52,6 @@ Although most BSDFs are supported, many of them are approximations and are not f
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Diffuse BSDF
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Diffuse BSDF
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Roughness is not supported. Only Lambertian diffusion is supported.
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Roughness is not supported. Only Lambertian diffusion is supported.
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Emission
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Treated as indirect lighting and will only show up in :abbr:`SSR (Screen Space Reflection)`\ s and Probes.
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Glass / Refraction BSDF
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Glass / Refraction BSDF
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Does not refract lights objects. Does not support Beckmann distribution.
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Does not refract lights objects. Does not support Beckmann distribution.
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See :ref:`Raytracing limitations <eevee-limitations-raytracing>`.
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See :ref:`Raytracing limitations <eevee-limitations-raytracing>`.
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@ -7,157 +7,6 @@ Material Settings
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:Panel: :menuselection:`Properties --> Material --> Settings`
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:Panel: :menuselection:`Properties --> Material --> Settings`
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.. _bpy.types.Material.use_backface_culling:
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Backface Culling
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================
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Backface Culling hides the back side of faces.
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.. _bpy.types.Material.blend_method:
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Blend Mode
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==========
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After calculating the color of a surface, the blend mode defines how it is added to the color buffer.
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Depending on this, the final color will be different.
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.. note::
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Alpha Blending is considered a "Transparent" blend mode
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and has implications regarding screen space effects.
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Opaque
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The previous color will be overwritten by the surface color.
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The alpha component is ignored. This is the fastest option.
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Alpha Clip
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The previous color will be overwritten by the surface color,
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but only if the alpha value is above the *Clip Threshold* value.
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Alpha Hashed
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The previous color will be overwritten by the surface color,
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but only if the alpha value is above a random clip threshold.
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This statistical approach is noisy but is able to approximate alpha blending without any sorting problem.
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Increasing the sample count in the render settings will reduce the resulting noise.
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Alpha Blending
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Use alpha blending to overlay the surface color on top of the previous color.
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Sorting Problem
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---------------
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When writing to the color buffer using transparent blend modes,
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the order in which the color blending happens is important as it can change the final output color.
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As of now EEVEE does not support per-fragment (pixel) sorting or per-triangle sorting.
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Only per-object sorting is available and is automatically done on all transparent surfaces based on object origin.
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.. note::
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Per-object sorting has a performance cost and having thousands of
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these objects in a scene will greatly degrade performance.
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.. _bpy.types.Material.show_transparent_back:
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Show Backface
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If enabled, all transparent fragments will be rendered.
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If disabled, only the front-most surface fragments will be rendered.
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Disable this option to ensure correct appearance of transparency from any point of view.
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When using *Alpha Blending* this option should be disabled because with *Alpha Blending*,
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the order in which triangles are sorted is important.
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.. _bpy.types.Material.shadow_method:
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Shadow Mode
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===========
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Type of shadows used for a transparent surface.
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EEVEE does not support colored shadow maps.
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Half transparent shadows can be produced by using hashed transparent shadows and
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a larger Soft value on the shadow map.
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.. note::
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This option does not change the behavior of contact shadows which are traced using the depth buffer.
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If the material is writing to the depth buffer
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(in other words, if the blend mode is set to either *Opaque*, *Alpha Clip* or *Alpha Hashed*),
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contact shadows will be cast by the surface material regardless of the *Transparent Shadow* type.
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None
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The surface will not cast any shadow.
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Opaque
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The surface will cast shadows like an opaque surface.
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Alpha Clip
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The surface will cast shadows like an opaque surface,
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but only areas where the alpha value is above the *Clip Threshold* value.
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Alpha Hashed
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The surface will cast shadows like an opaque surface,
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but only areas where the alpha value is above a random threshold.
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.. _bpy.types.Material.alpha_threshold:
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Clip Threshold
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==============
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Threshold value for Alpha Clip mode in *Blend Mode* and *Shadow Mode*.
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Screen Space Refraction
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=======================
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Enabling Screen Space Refraction on a surface means that refraction BSDFs
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will do a ray trace against the depth buffer to find the most accurate refracted color.
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This has a big performance cost if the surface covers a lot of pixels.
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Screen Space Reflections and Ambient Occlusion are not compatible with Screen Space Refraction.
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They will be disabled on the surfaces that use it.
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Surfaces that use Screen Space Refraction will not appear in Screen Space Reflections at the right place.
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Surfaces that use Screen Space Refraction will not cast Ambient Occlusion onto other surfaces.
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If this option is disabled or if the Screen Space Refraction ray tracing fails,
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the refracted ray will use the color of the nearest probe.
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.. _bpy.types.Material.use_screen_refraction:
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Screen Space Refraction
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Enables screen space refraction.
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.. _bpy.types.Material.refraction_depth:
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Refraction Depth
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If Refraction Depth is not 0.0, all refraction BSDFs in the shader will act as if
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the object is a thin slab of the refraction material having this thickness.
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This will model a second refraction event that will double the absorption color and
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start the refraction ray after this second event.
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This option greatly increases the quality of thin glass objects.
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.. _bpy.types.Material.use_sss_translucency:
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Subsurface Translucency
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=======================
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EEVEE's Subsurface Scattering algorithm works by blurring the irradiance in screen space.
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This means that if no visible part of the surface is lit, the effect disappears.
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However, true Subsurface Scattering goes beneath the surface and can travel a large distance.
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This is why a human ear lit from behind appears red on the front side.
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That is what this effect mimics. This translucency approximation only works
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with lights that have shadow maps and only on Subsurface BSDFs (not the Translucency BSDFs).
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It does not work with indirect lighting. The soft parameter of the shadow maps also affects this effect.
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Pass Index
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Pass Index
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==========
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==========
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@ -168,3 +17,69 @@ the :doc:`ID Mask Node </compositing/types/mask/id_mask>` in the Compositor.
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.. note::
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.. note::
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:doc:`Volume Objects </modeling/volumes/introduction>` are not supported.
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:doc:`Volume Objects </modeling/volumes/introduction>` are not supported.
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.. _bpy.types.Material.surface:
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Surface
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=======
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Backface Culling
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Backface Culling hides the back side of faces.
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Camera
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Use back face culling to hide the back side of the face.
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Shadow
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Use back face culling when casting shadows.
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Max Displacement
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The maximum distance a vertex can be displaced. Displacements over this threshold may cause
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visibility issues.
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Transparent shadows
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Use transparent shadows for this material if it contains a Transparent BSDF, Disabling will
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render faster but not give accurate shadows.
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.. _bpy.types.Material.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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Dithered
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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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Blended
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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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Transparency Overlap
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Render multiple transparent layers. May introduce transparency sorting problems.
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Light Probe Volume
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Single Sided
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Consider materials single sided for light probe volume captures. Additionally helps rejecting
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inside the object, to avoid light leaking.
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.. _bpy.types.Material.volume:
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Volume
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======
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Intersection
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Determines which inner part of the mesh will produce volumetric effect.
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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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that contains no inner part.
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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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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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@ -1,40 +0,0 @@
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.. _bpy.types.SceneEEVEE.gtao:
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*****************
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Ambient Occlusion
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*****************
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Ambient occlusion is computed using :abbr:`GTAO (Ground Truth Ambient Occlusion)` and applied to indirect lighting.
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The bent normal option will make the diffuse lighting come from only the least occluded direction.
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Ambient occlusion can be rendered as a separate pass in the Render Layers panel.
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.. note::
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This effect needs to be enabled for the :doc:`Ambient Occlusion </render/shader_nodes/input/ao>` node to work.
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.. reference::
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:Panel: :menuselection:`Render --> Ambient Occlusion`
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Distance
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Distance of object that contributes to the ambient occlusion effect.
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Factor
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Blend factor for the ambient occlusion effect.
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Trace Precision
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Increases precision of the effect but introduces more noise and lowers the maximum trace distance.
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Increased precision also increases the performance cost.
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Lower precision will also miss occluders and lead to undershadowing.
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Bent Normals
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Compute the least occluded direction.
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This direction can be used to sample the diffuse irradiance in a more realistic way.
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Bounce Approximation
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An approximation to simulate light bounces giving less occlusion on brighter objects.
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It only takes into account the surface color and not its surroundings.
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This is not applied to the ambient occlusion pass.
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.. seealso:: :ref:`Limitations <eevee-limitations-ao>`.
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@ -1,30 +0,0 @@
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.. _bpy.types.SceneEEVEE.bloom:
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*****
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Bloom
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*****
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Bloom is a post-process effect that diffuses very bright pixels. This mimics lens artifacts of real cameras.
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This allows a better sense of what the actual intensities of the pixels are.
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.. reference::
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:Panel: :menuselection:`Render --> Bloom`
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Threshold
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Filters out pixels under this level of brightness.
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Knee
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Makes transition between under/over-threshold gradual.
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Radius
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Bloom spread distance.
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Color
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Color applied to the bloom effect.
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Intensity
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Blend factor.
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Clamp
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Maximum intensity a bloom pixel can have.
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@ -48,14 +48,6 @@ Neighbor Rejection
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Lower values will improve the performance but will also reduce the quality of highlights.
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Lower values will improve the performance but will also reduce the quality of highlights.
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Brightness is in the scene's referred color space.
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Brightness is in the scene's referred color space.
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Denoise Amount
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This will reduce the flickering by clamping the color of
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each pixels to their neighborhood's average instead of their maximum.
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Higher values gives more stable results but may darken the scene.
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High Quality Slight Defocus
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Increase the quality of almost in-focus regions.
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Jitter Camera
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Jitter Camera
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Randomize the camera position for every scene render sample to increase precision.
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Randomize the camera position for every scene render sample to increase precision.
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Enabling this option can change the scene's actual sample count.
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Enabling this option can change the scene's actual sample count.
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18
manual/render/eevee/render_settings/horizon_scan.rst
Normal file
18
manual/render/eevee/render_settings/horizon_scan.rst
Normal file
@ -0,0 +1,18 @@
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************
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Horizon Scan
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************
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.. reference::
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:Panel: :menuselection:`Render --> Horizon Scan`
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Precision
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Precision of the horizon scan.
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Thickness
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Constant thickness of the surfaces considered when doing horizon scan and by extension ambient
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occlusion.
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Bias
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Bias the horozon angles to reduce self intersection artifacts.
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@ -8,16 +8,15 @@
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:maxdepth: 2
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:maxdepth: 2
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sampling.rst
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sampling.rst
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grease_pencil.rst
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ambient_occlusion.rst
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bloom.rst
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depth_of_field.rst
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depth_of_field.rst
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subsurface_scattering.rst
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horizon_scan.rst
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screen_space_reflections.rst
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raytracing.rst
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motion_blur
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volumes.rst
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volumetrics.rst
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performance.rst
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performance.rst
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hair.rst
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curves.rst
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lights.rst
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shadows.rst
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shadows.rst
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indirect_lighting.rst
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light_probes.rst
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film.rst
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film.rst
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motion_blur.rst
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grease_pencil.rst
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@ -1,73 +0,0 @@
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.. _bpy.ops.scene.light_cache:
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.. _bpy.types.SceneEEVEE.gi:
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*****************
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Indirect Lighting
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*****************
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While not strictly correct, all lighting that is not coming straight out
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from a light object is considered as indirect lighting in EEVEE.
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That means distant :term:`HDRI` lighting (or World) is considered as indirect lighting.
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Mesh objects using an Emission node are also considered as indirect lighting.
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In EEVEE, indirect lighting is separated into two component: Diffuse and Specular.
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Both have different needs and representation. For efficiency,
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the indirect lighting data is precomputed on demand into a static lighting cache.
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As of now the light cache is static and needs to be computed before rendering.
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It cannot be updated per frame (unless via scripting).
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This limitation is being worked on and will be removed in future versions.
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Only view independent lighting can be baked. This is why Reflection Planes are not stored inside the light cache.
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The visibility and collections used during the baking process are the ones in the current Active View Layer.
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To enable light bounces through large environments, the light baking process can be run multiple times
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while injecting the previous bake result into the bake.
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Light bounces only concerns diffuse lighting.
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.. reference::
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:Panel: :menuselection:`Render --> Indirect Lighting`
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Auto Bake
|
|
||||||
Enabling this option will trigger baking when a probe is changed; useful when positioning probes objects.
|
|
||||||
|
|
||||||
Diffuse Bounces
|
|
||||||
Number of bounces to compute when baking the diffuse irradiance.
|
|
||||||
Total baking time is more or less multiplied by the number of bounce.
|
|
||||||
|
|
||||||
Cubemap Size
|
|
||||||
Size of the reflection cubemaps.
|
|
||||||
|
|
||||||
Diffuse Occlusion
|
|
||||||
Each irradiance sample also stores a shadow map that is used to minimize indirect light leaking.
|
|
||||||
This parameter defines the size of this shadow map.
|
|
||||||
|
|
||||||
Irradiance Smoothing
|
|
||||||
Smooths irradiance interpolation but introduces light bleeding.
|
|
||||||
The irradiance visibility term can make the lighting not interpolate smoothly on some surfaces.
|
|
||||||
This setting relaxes the weight of that interpolation.
|
|
||||||
|
|
||||||
Clamp Glossy
|
|
||||||
Clamp pixel intensity to reduce noise inside glossy reflections from reflection cubemaps (0 is disabled).
|
|
||||||
|
|
||||||
Filter Quality
|
|
||||||
Takes more samples during cubemap filtering to remove artifacts. For now, this only has an effect on cubemaps.
|
|
||||||
|
|
||||||
|
|
||||||
Display
|
|
||||||
=======
|
|
||||||
|
|
||||||
Cubemap Size
|
|
||||||
Display the Reflection Cubemaps present in the cache directly in the 3D Viewport.
|
|
||||||
|
|
||||||
Irradiance Size
|
|
||||||
Display the Irradiance Samples present in the cache in the 3D Viewport.
|
|
||||||
|
|
||||||
.. note::
|
|
||||||
|
|
||||||
Cache data display only works in the 3D Viewport and
|
|
||||||
only if the viewport uses world lighting in Material Preview or Rendered mode.
|
|
35
manual/render/eevee/render_settings/light_probes.rst
Normal file
35
manual/render/eevee/render_settings/light_probes.rst
Normal file
@ -0,0 +1,35 @@
|
|||||||
|
.. _bpy.ops.scene.light_cache:
|
||||||
|
.. _bpy.types.SceneEEVEE.gi:
|
||||||
|
|
||||||
|
************
|
||||||
|
Light Probes
|
||||||
|
************
|
||||||
|
|
||||||
|
While not strictly correct, all lighting that is not coming straight out
|
||||||
|
from a light object is considered as indirect lighting in EEVEE.
|
||||||
|
That means distant :term:`HDRI` lighting (or World) is considered as indirect lighting.
|
||||||
|
|
||||||
|
In EEVEE, indirect lighting is separated into two component: Diffuse and Specular.
|
||||||
|
Both have different needs and representation. For efficiency,
|
||||||
|
the diffuse indirect lighting data is precomputed on demand into a static lighting cache.
|
||||||
|
|
||||||
|
As of now the diffuse light cache is static and needs to be computed before rendering.
|
||||||
|
It cannot be updated per frame (unless via scripting).
|
||||||
|
This limitation is being worked on and will be removed in future versions.
|
||||||
|
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Panel: :menuselection:`Render --> Light Probes`
|
||||||
|
|
||||||
|
Sphere
|
||||||
|
======
|
||||||
|
Resolution
|
||||||
|
Resolution when using Light Probe Spheres.
|
||||||
|
|
||||||
|
Volume
|
||||||
|
======
|
||||||
|
|
||||||
|
Pool Size
|
||||||
|
Size of the irradiance pool, a bigger pool size allows for more irradiance grid in the scene,
|
||||||
|
but might not fit into GPU memory and decreases performance.
|
10
manual/render/eevee/render_settings/lights.rst
Normal file
10
manual/render/eevee/render_settings/lights.rst
Normal file
@ -0,0 +1,10 @@
|
|||||||
|
******
|
||||||
|
Lights
|
||||||
|
******
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Panel: :menuselection:`Render --> Lights`
|
||||||
|
|
||||||
|
Light Threshold
|
||||||
|
Minimum light intensity for a light to contribute to the lighting.
|
@ -35,33 +35,6 @@ Background Separation
|
|||||||
Used by the post-process blur to avoid blurring the background over the foreground.
|
Used by the post-process blur to avoid blurring the background over the foreground.
|
||||||
Lower values will reduce background bleeding onto foreground elements.
|
Lower values will reduce background bleeding onto foreground elements.
|
||||||
|
|
||||||
Max Blur
|
|
||||||
Maximum blur distance a pixel can spread over.
|
|
||||||
A value of 0 will disable the post-process blur and only use the accumulation blur.
|
|
||||||
|
|
||||||
.. note::
|
|
||||||
|
|
||||||
High maximum blur values may also reduce the quality.
|
|
||||||
|
|
||||||
EEVEE uses a fast post-process vector blur using a vector motion pass.
|
|
||||||
This blurs the image between three time steps using pixel velocity.
|
|
||||||
This technique is fast and produces clean gradients, but issues can occur at object borders
|
|
||||||
or if the motion is locally too complex;
|
|
||||||
for example, if there are many vector variations in a small area.
|
|
||||||
|
|
||||||
This technique uses random sampling and the noise amount is proportional to the sample count found in
|
|
||||||
:menuselection:`Properties --> Render --> Sampling --> Render Samples`.
|
|
||||||
|
|
||||||
.. note::
|
|
||||||
|
|
||||||
Memory usage (VRAM) will be three times higher for objects using deformation motion blur
|
|
||||||
if using post-process blur.
|
|
||||||
|
|
||||||
.. note::
|
|
||||||
|
|
||||||
Alpha blended surface or volumetric effects will not have the correct velocity and will not
|
|
||||||
be correctly blurred by this technique. Use the accumulation blur for that.
|
|
||||||
|
|
||||||
Steps
|
Steps
|
||||||
This controls the number of steps used by the accumulation blur and thus its accuracy.
|
This controls the number of steps used by the accumulation blur and thus its accuracy.
|
||||||
More steps means longer render time.
|
More steps means longer render time.
|
||||||
@ -79,6 +52,9 @@ Steps
|
|||||||
By adding more steps you can also reduce the *Max Blur* options because the post-process blur
|
By adding more steps you can also reduce the *Max Blur* options because the post-process blur
|
||||||
has to cover a smaller distance.
|
has to cover a smaller distance.
|
||||||
|
|
||||||
|
Shutter Curve
|
||||||
|
Use a custom shutter curve.
|
||||||
|
|
||||||
|
|
||||||
Example
|
Example
|
||||||
=======
|
=======
|
||||||
|
@ -1,23 +1,55 @@
|
|||||||
.. _bpy.types.SceneEEVEE.ssr:
|
.. _bpy.types.SceneEEVEE.raytracing:
|
||||||
|
|
||||||
************************
|
**********
|
||||||
Screen Space Reflections
|
Raytracing
|
||||||
************************
|
**********
|
||||||
|
|
||||||
If this effect is enabled, all Materials will use the depth buffer and
|
|
||||||
the previous frame color to create more accurate reflection than reflection probes.
|
|
||||||
|
|
||||||
If a *Reflection Plane* is near a reflective surface,
|
|
||||||
it will be used as the source for tracing rays more efficiently and fix the partial visibility problem.
|
|
||||||
|
|
||||||
.. figure:: /images/render_eevee_render-settings_screen-space-reflections_planar-reflection-combo.jpg
|
|
||||||
|
|
||||||
However, the reflected color will not contain the following effects:
|
|
||||||
Subsurface scattering, volumetrics, screen space reflections, screen space refractions.
|
|
||||||
|
|
||||||
.. reference::
|
.. reference::
|
||||||
|
|
||||||
:Panel: :menuselection:`Render --> Screen Space Reflections`
|
:Panel: :menuselection:`Render --> Raytracing`
|
||||||
|
|
||||||
|
Method
|
||||||
|
Select the tracing method used to find scene-ray intersecions
|
||||||
|
|
||||||
|
Screen-Trace
|
||||||
|
Raytrace against the depth buffer
|
||||||
|
|
||||||
|
None
|
||||||
|
No intersection with scene geometry
|
||||||
|
|
||||||
|
Settings
|
||||||
|
Split the settings per ray type (Reflection/Refraction/Diffuse)
|
||||||
|
|
||||||
|
Unified
|
||||||
|
All the ray types use the same settings
|
||||||
|
|
||||||
|
Split
|
||||||
|
Settings are individual to each ray type
|
||||||
|
|
||||||
|
Ray Type
|
||||||
|
========
|
||||||
|
|
||||||
|
When the settings are split per ray type this section will be repeated for reflection, refraction
|
||||||
Clément Foucault
commented
`will be repeated` > `is repeated`
|
|||||||
|
and diffuse rays.
|
||||||
|
|
||||||
|
Resolution
|
||||||
|
Number of rays per pixel. Choice out of 1, 1/4 and 1/16 rays per pixel.
|
||||||
|
|
||||||
|
Clamp
|
||||||
|
Clamp ray intensity to reduce noise. Use 0 to disable.
|
||||||
|
|
||||||
|
Denoising
|
||||||
|
Denoising can be enabled to reduce noise in raytraced effects.
|
||||||
|
|
||||||
|
Spatial Reuse
|
||||||
|
Reuse the rays from neighbor pixels.
|
||||||
|
|
||||||
|
Temporal Accumulation
|
||||||
|
Accumulate samples by reprojectiong last ray tracing results.
|
||||||
|
|
||||||
|
Bilateral Filter
|
||||||
|
Blur the resolved radiance using a bilateral filter.
|
||||||
|
|
||||||
|
|
||||||
Refractions
|
Refractions
|
||||||
Screen space refractions work the same way as screen space reflections and use the same parameters.
|
Screen space refractions work the same way as screen space reflections and use the same parameters.
|
@ -13,12 +13,20 @@ TAA is sample based so the more samples the more aliasing is reduced at the cost
|
|||||||
:Panel: :menuselection:`Render --> Sampling`
|
:Panel: :menuselection:`Render --> Sampling`
|
||||||
|
|
||||||
Viewport
|
Viewport
|
||||||
|
========
|
||||||
|
|
||||||
|
Samples
|
||||||
The number of samples to use in the 3D Viewport.
|
The number of samples to use in the 3D Viewport.
|
||||||
When setting this to zero the viewport will be resampled continuously.
|
When setting this to zero the viewport will be resampled continuously.
|
||||||
Render
|
|
||||||
The number of samples to use in the final render.
|
|
||||||
|
|
||||||
.. _bpy.types.SceneEEVEE.use_taa_reprojection:
|
.. _bpy.types.SceneEEVEE.use_taa_reprojection:
|
||||||
|
|
||||||
Viewport Denoising
|
Temporal Reprojection
|
||||||
Reduces noise while moving the viewport or during animation playback.
|
Reduces noise while moving the viewport or during animation playback. Can leave some ghosting.
|
||||||
Clément Foucault
commented
Can leave some ghosting. > This can create some ghosting artifact. Can leave some ghosting. > This can create some ghosting artifact.
|
|||||||
|
|
||||||
|
Render
|
||||||
|
======
|
||||||
|
|
||||||
|
Samples
|
||||||
|
The number of samples to use in the final render.
|
||||||
|
|
||||||
|
@ -5,56 +5,21 @@ Shadows
|
|||||||
*******
|
*******
|
||||||
|
|
||||||
These settings influence shadows which appear on objects because there is another object (the occluder)
|
These settings influence shadows which appear on objects because there is another object (the occluder)
|
||||||
between them and a Light. EEVEE uses a technique called Shadow Mapping to calculate these shadows.
|
between them and a Light.
|
||||||
A shadow map is calculated by looking around from the position of each Light and finding the objects
|
|
||||||
which are closest to the Light. These objects are called the nearest occluders.
|
|
||||||
Everything which is behind (or, you can say, covered by) the nearest occluders will be in shadow.
|
|
||||||
|
|
||||||
The shadow map is a cube (hence the term "cubemap") and the Light is in the middle of this cube.
|
|
||||||
The cube has six sides and each side is divided into a grid.
|
|
||||||
You can set the resolution of the grid (for example, 512 × 512 pixels) with the *Cube Size* setting below.
|
|
||||||
During shadow calculation, the nearest occluders are only searched at grid points but not between grid points.
|
|
||||||
Because of this, the edge of the calculated shadow will appear pixelated at low Cube Size settings.
|
|
||||||
|
|
||||||
.. note::
|
|
||||||
|
|
||||||
Settings for the shadows and illumination caused by light bouncing between objects (indirect lighting)
|
|
||||||
can be found on the Indirect Lighting tab.
|
|
||||||
|
|
||||||
.. reference::
|
.. reference::
|
||||||
|
|
||||||
:Panel: :menuselection:`Render --> Shadows`
|
:Panel: :menuselection:`Render --> Shadows`
|
||||||
|
|
||||||
Cube Size
|
Pool Size
|
||||||
Number of pixels on one side of the shadow cube-map (see above)
|
Size of the shadow pool, a bigger pool size allows for more shadows in the scene, but might not
|
||||||
used to calculate the shadow of Point, Area and Spot lights.
|
fit into GPU memory.
|
||||||
If you want to make the edge of shadows less pixelated, then increase this value.
|
|
||||||
But be aware that this increases memory usage and decreases performance since a 512 px cube-map
|
|
||||||
has 6 × 512 × 512 pixels in it.
|
|
||||||
|
|
||||||
Cascade Size
|
Rays
|
||||||
Size of one cascade used by *Cascaded Shadow Maps*. This is only for Sun lights.
|
Amount of shadow rays to trace for each light.
|
||||||
|
|
||||||
High Bitdepth
|
Steps
|
||||||
This option can help reduce some artifacts due to float imprecision inside the shadow maps.
|
Amount of shadow map sample per shadow ray.
|
||||||
This option effectively doubles the memory usage of shadow maps and will slow down their update.
|
|
||||||
|
|
||||||
Soft Shadows
|
Normal Bias
|
||||||
Randomize the shadow map's origin to create soft shadows. It needs a lot of samples to get rid of the banding.
|
Move along their normal.
|
||||||
|
|
||||||
Light Threshold
|
|
||||||
The minimum amount of light for a light to contribute for lighting.
|
|
||||||
This light threshold does not take the light shape into account and may not suit every case.
|
|
||||||
That is why Blender provides a :ref:`per-light override <bpy.types.Light.cutoff_distance>`
|
|
||||||
where you can just set the cut off distance.
|
|
||||||
|
|
||||||
The influence distance is also used as shadow far clip distance, which might affect how shadows look.
|
|
||||||
This influence distance does not affect sun lights that still have a far clip distance.
|
|
||||||
|
|
||||||
.. seealso::
|
|
||||||
|
|
||||||
:ref:`Custom Distance <bpy.types.Light.cutoff_distance>`.
|
|
||||||
|
|
||||||
.. note::
|
|
||||||
|
|
||||||
The Soft Shadows method is not physically based and will not match Cycles for very large lights.
|
|
||||||
|
@ -1,31 +0,0 @@
|
|||||||
.. _bpy.types.SceneEEVEE.sss:
|
|
||||||
|
|
||||||
*********************
|
|
||||||
Subsurface Scattering
|
|
||||||
*********************
|
|
||||||
|
|
||||||
This effect mimics real subsurface scattering by blurring the diffuse lighting in screen space.
|
|
||||||
|
|
||||||
.. reference::
|
|
||||||
|
|
||||||
:Panel: :menuselection:`Render --> Subsurface Scattering`
|
|
||||||
|
|
||||||
Samples
|
|
||||||
Number of samples to compute the scattering effect.
|
|
||||||
|
|
||||||
Jitter Threshold
|
|
||||||
For the effect to be efficient, samples need to be coherent and not random.
|
|
||||||
This can lead to a cross-shaped pattern when the scattering radius is high.
|
|
||||||
Increasing the Jitter Threshold will rotate the samples below this radius percentage
|
|
||||||
in a random pattern in order to hide the visible pattern.
|
|
||||||
This affects the performance if the scattering radius is large.
|
|
||||||
|
|
||||||
.. note::
|
|
||||||
|
|
||||||
:ref:`Subsurface Translucency <bpy.types.Material.use_sss_translucency>`
|
|
||||||
needs to be enabled in order to make the light go through an object
|
|
||||||
(like simulating a human ear lit from behind).
|
|
||||||
|
|
||||||
This option only works with shadowed lights and does not work with indirect lighting.
|
|
||||||
|
|
||||||
.. seealso:: :ref:`Limitations <eevee-limitations-sss>`.
|
|
@ -32,6 +32,10 @@ Samples
|
|||||||
Distribution
|
Distribution
|
||||||
Blend between linear and exponential sample distribution. Higher values puts more samples near the camera.
|
Blend between linear and exponential sample distribution. Higher values puts more samples near the camera.
|
||||||
|
|
||||||
|
Max Depth
|
||||||
|
Maximum surface intersection count used by accurate volume intersection method. Will create
|
||||||
|
artifacts if it is exceeded.
|
||||||
|
|
||||||
|
|
||||||
.. _bpy.types.SceneEEVEE.volumetric_light:
|
.. _bpy.types.SceneEEVEE.volumetric_light:
|
||||||
|
|
@ -10,6 +10,34 @@ In EEVEE, the world lighting contribution is first rendered and
|
|||||||
stored in smaller resolution textures before being applied to the objects.
|
stored in smaller resolution textures before being applied to the objects.
|
||||||
This makes the lighting less precise than Cycles.
|
This makes the lighting less precise than Cycles.
|
||||||
|
|
||||||
|
Mist Pass
|
||||||
|
=========
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Panel: :menuselection:`World --> Mist Pass`
|
||||||
|
|
||||||
|
Start
|
||||||
|
Starting distance of the mist, measured from the camera.
|
||||||
|
|
||||||
|
Depth
|
||||||
|
Distance over which the mist effect fades in.
|
||||||
|
|
||||||
|
Falloff
|
||||||
|
Type of transition used to face mist.
|
||||||
|
|
||||||
|
|
||||||
|
Light Probe
|
||||||
|
===========
|
||||||
|
|
||||||
|
.. reference::
|
||||||
|
|
||||||
|
:Panel: :menuselection:`World --> Light Probe`
|
||||||
|
|
||||||
|
Resolution
|
||||||
|
The resolution used to store the light from the world.
|
||||||
|
|
||||||
|
|
||||||
.. seealso::
|
.. seealso::
|
||||||
|
|
||||||
:doc:`Indirect Lighting </render/eevee/render_settings/indirect_lighting>`.
|
:doc:`Indirect Lighting </render/eevee/render_settings/light_probes>`.
|
||||||
|
@ -187,7 +187,7 @@ Bloom
|
|||||||
.. _bpy.types.ViewLayerEEVEE.use_pass_transparent:
|
.. _bpy.types.ViewLayerEEVEE.use_pass_transparent:
|
||||||
|
|
||||||
Transparency
|
Transparency
|
||||||
Contain :ref:`Alpha Blended <bpy.types.Material.blend_method>` surfaces,
|
Contain :ref:`Blended <bpy.types.Material.render_method>` surfaces,
|
||||||
so they can be adjusted in the compositor and later mixed with opaque passes.
|
so they can be adjusted in the compositor and later mixed with opaque passes.
|
||||||
|
|
||||||
This pass only supports monochromatic opacity.
|
This pass only supports monochromatic opacity.
|
||||||
@ -329,8 +329,8 @@ The passes can be combined to produce the final image as follows:
|
|||||||
Known Limitations
|
Known Limitations
|
||||||
=================
|
=================
|
||||||
|
|
||||||
- Alpha blended materials are not rendered in render passes except the combined pass.
|
- Blended materials are not rendered in render passes except the combined pass.
|
||||||
Clément Foucault
commented
except the combined pass and the Effect > Transparent pass. I believe this option also needs to figure in the manual if it is not already present. except the combined pass **and the Effect > Transparent pass**.
I believe this option also needs to figure in the manual if it is not already present.
|
|||||||
Use the *Alpha Clip* or *Alpha Hashed* as :ref:`Blending Mode <bpy.types.Material.blend_method>`
|
Use the *Dithered* as :ref:`Render Method <bpy.types.Material.render_method>`
|
||||||
to render transparent materials in render passes.
|
to render transparent materials in render passes.
|
||||||
- Depth of field is not rendered in render passes except the combined pass.
|
- Depth of field is not rendered in render passes except the combined pass.
|
||||||
It is possible to add the depth of field back in the Compositor using
|
It is possible to add the depth of field back in the Compositor using
|
||||||
|
@ -72,8 +72,8 @@ This node makes it possible to tweak indirect lighting in the shader.
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Only a subset of the outputs are supported and the ray depth does not exactly have the same meaning.
|
Only a subset of the outputs are supported and the ray depth does not exactly have the same meaning.
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In order for the *Is Camera*, *Is Shadow*, *Is Diffuse*, and *Is Glossy* outputs to work,
|
In order for the *Is Camera*, *Is Shadow*, *Is Diffuse*, and *Is Glossy* outputs to work,
|
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the object must be inside an :doc:`Irradiance Volume </render/eevee/light_probes/irradiance_volumes>`
|
the object must be inside an :doc:`Irradiance Volume </render/eevee/light_probes/volume>`
|
||||||
Clément Foucault
commented
Irradiance Volume > Volume Light Probe Maybe check other occurences. Irradiance Volume > Volume Light Probe
Maybe check other occurences.
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and :doc:`/render/eevee/render_settings/indirect_lighting` must be baked.
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and :doc:`/render/eevee/render_settings/light_probes` must be baked.
|
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|
|
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- *Is Camera*: Supported.
|
- *Is Camera*: Supported.
|
||||||
- *Is Shadow*: Supported.
|
- *Is Shadow*: Supported.
|
||||||
|
Loading…
Reference in New Issue
Block a user
horozon