EEVEE-Next: Update Documentation #104816
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Reference: blender/blender-manual#104816
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This updates the documentation for EEVEE to the new
features that the EEVEE-Next project brought.
Render Settings
Scene Settings
World Settings
Object Settings
Material Settings
Light Settings
Light Probe Settings
Shadow System & Limitation
New light probe volume system
New thickness workflow
Porting procedure from EEVEE Legacy
Quite a few things in here. The most common mistakes I noticed had to do with singular/plural nouns or conjugations. Most should be trivial to fix though.
@ -17,3 +17,1 @@
Unlike Cycles, EEVEE is not a raytrace render engine.
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.
EEVEE is a based on rasterization and is not a path tracer.
EEVEE is a based
-> EEVEE is based`@ -18,2 +17,2 @@
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.
EEVEE is a based on rasterization and is not a path tracer.
Instead of computing each ray of light, EEVEE uses a process called rasterization to determine what
Can delete
EEVEE uses a process called
since the previous sentence that EEVEE uses it.@ -20,3 +21,3 @@
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.
Because EEVEE uses rasterization it has a large set of :doc:`limitations </render/eevee/limitations>`.
Because EEVEE uses a lot of different algorithms it has a set of
a lot of
->many
(just a more professional style)@ -8,2 +7,3 @@
There are three different probe types. One for diffuse lighting, two for specular lighting.
There are three different types of light probes.
Each type of light probe record the lighting at different resolution and frequency.
record
->records
at different resolution
->at a different resolution
@ -9,1 +8,3 @@
There are three different probe types. One for diffuse lighting, two for specular lighting.
There are three different types of light probes.
Each type of light probe record the lighting at different resolution and frequency.
They are used together to recover incoming light information when using ray tracing is not possible (either for performance or for technical limitations).
They
->Probes
@ -0,0 +8,4 @@
This type of light probe is suited to smooth planar surfaces.
Each visible planar light probes increases the render time as the scene needs to be rendered for
probes increases
->probe increases
@ -0,0 +11,4 @@
Each visible planar light probes increases the render time as the scene needs to be rendered for
each of them.
Light probe planes only work when ray tracing method is set to `Screen-Trace`. When enabled, they
when ray tracing method
->when the ray tracing method
@ -0,0 +16,4 @@
.. note::
Reflections and Volumetrics are not supported inside Light probe planes.
Maybe
Volumetrics
shouldn't be capitalized?@ -0,0 +34,4 @@
Distance
A probe object only influences the lighting of surfaces inside its influence zone.
This influence zone is defined by the Distance parameter and object scaling.
Distance
->distance
object scaling
->the object's scale
@ -0,0 +36,4 @@
A probe object only influences the lighting of surfaces inside its influence zone.
This influence zone is defined by the Distance parameter and object scaling.
For light probe planes the influence distance is the distance from the plane.
For light probe planes
->For light probe planes,
@ -0,0 +44,4 @@
=======
Clipping Offset
Define how much below the plane the near clip is when capturing the scene.
how much below
->how far below
@ -0,0 +6,4 @@
A light probe sphere records the light incomming from many directions at a single location.
They are used for smooth and semi-rough reflections.
They then smoothly blend to light probe volume lighting for completely diffuse reflections.
They then
->Sphere probes
@ -0,0 +8,4 @@
They are used for smooth and semi-rough reflections.
They then smoothly blend to light probe volume lighting for completely diffuse reflections.
If *Raytracing* is turned on, they are used as a fall back if a ray misses.
fall back
->fallback
@ -0,0 +12,4 @@
.. note::
In both usage, the light probe spheres are shadowed by light probe volume. This is to
In both usage
->In both usages
This is to...
(missing text here)@ -0,0 +20,4 @@
:doc:`Scene </render/eevee/scene>`.
The world also have an internal light probe sphere which resolution can be adjusted in the *World* data panel.
The world also have
->The world also has
which resolution
->with a resolution that
@ -0,0 +31,4 @@
:Panel: :menuselection:`Object Data --> Probe`
Type
Select the shape of the influence volume. Can be set to Sphere or Box.
Delete
Select the
, this can just describe what the property does@ -0,0 +38,4 @@
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.
during
->in
(during is for time)@ -0,0 +59,4 @@
: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.
volume on which
->volume in which
I think this one is correct. The problem is more that we call it volume when it is actually just a shape onto which we project the lighting.
@ -0,0 +62,4 @@
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
Remove
just
(doesn't really help, a bit informal/odd sounding)@ -0,0 +3,4 @@
Light Probe Volume
******************
A volume probe records the light incomming from all directions at a many locations inside a volume.
at a many
->at many
@ -0,0 +41,4 @@
Can lead to view dependant result if set too high. Prefer this if camera is static.
Facing Bias
When set to zero, avoids capture points behind the shaded surface to bleed light onto
avoids capture points
->avoids capturing points
@ -0,0 +42,4 @@
Facing Bias
When set to zero, avoids capture points behind the shaded surface to bleed light onto
the shaded surface, but this produces non-smooth interpolation when the capture resolution is high.
surface, but this
->surface. This
@ -0,0 +50,4 @@
===================
During the baking process, a validity score is assigned to each capture point.
This score is based on the number of back-face was hit when capturing the incoming lighting.
number of back-face was hit
->number of back-faces hit
@ -0,0 +75,4 @@
Baking uses the render visibility of the objects in the scene.
During baking, the scene is converted into a different representation to accelerate light transport.
This representation can be very memory intensive and prevent baking if it cannot fit inside the GPU memory.
prevent
->prevents
@ -0,0 +77,4 @@
During baking, the scene is converted into a different representation to accelerate light transport.
This representation can be very memory intensive and prevent baking if it cannot fit inside the GPU memory.
There are a few way to deal with this issue:
- Larger scene should be divided into smaller sections or using different level of details.
Larger scene
->Larger scenes
or using
->or use
@ -0,0 +88,4 @@
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.
light sample
->light samples
@ -0,0 +96,4 @@
Surfel Resolution
Number of surfels to spawn in one local unit distance.
Higher values increase quality. Have a huge impact on memory usage.
quality. Have a huge
->quality, but have a huge
@ -0,0 +123,4 @@
Clamp Direct
Clamp incoming direct light. 0.0 disables direct light clamping.
Here direct light refers to the light that bounces only once (from light object)
from light object
->from the light object
@ -0,0 +124,4 @@
Clamp Direct
Clamp incoming direct light. 0.0 disables direct light clamping.
Here direct light refers to the light that bounces only once (from light object)
or coming from emissive materials.
or coming
-> or light coming`@ -0,0 +139,4 @@
Offset
======
In order to reduce artifacts caused by bad capture points positioning, the bake process will adjust their location.
capture points positioning
->capture point positioning
@ -0,0 +140,4 @@
======
In order to reduce artifacts caused by bad capture points positioning, the bake process will adjust their location.
First by moving them slightly away from surrounding surfaces, avoiding banding artifacts.
location. First by
->location, first by
@ -0,0 +141,4 @@
In order to reduce artifacts caused by bad capture points positioning, the bake process will adjust their location.
First by moving them slightly away from surrounding surfaces, avoiding banding artifacts.
It also tries to move them out of objects if they are not so far bellow the surface.
not so far bellow
->not too far below
@ -0,0 +8,4 @@
:Panel: :menuselection:`Properties --> Light`
:menuselection:`Shader Editor --> Sidebar --> Options`
Next to lighting from the background and any object with an emission shader,
Next to
->Besides
any object with an emission shader
->materials with emission shaders
@ -0,0 +24,4 @@
only where it is needed. It also includes a very efficient caching mechanism.
.. tip::
- The error message *Shadow buffer full* means that the system cannot allocate.
cannot allocate
->cannot allocate enough memory
@ -0,0 +45,4 @@
.. _bpy.types.Light.shadow_filter_radius:
Filter
Blur shadow aliasing using Percentage Closer Filtering with a circular kernel.
Not sure why
Percentage Closer Filtering
is capitalized. If it's some concept, maybe it should be a link or reference instead?@ -0,0 +52,4 @@
Resolution Limit
Minimum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.
Higher values also speed-up rendering of heavy scene.
scene
->scenes
@ -0,0 +25,4 @@
Lights
======
- For now lights can only have one color and do not support light node trees.
For now lights
->Lights
@ -0,0 +57,4 @@
This only modifies the shading normal of the object. Vertex position is not affected.
:Displacement Only:
This mode is not supported and fallback to *Displacement and Bump*.
and fallback to
->and falls back to
@ -0,0 +117,4 @@
---------------
When using *Blended* render method, the order in which the color blending happens is important as it
can change the final output color. As of now EEVEE does not support per-fragment (pixel) sorting or per-triangle sorting.
As of now
can be removed, the documentation should always just refer to the current state/version@ -0,0 +122,4 @@
Opaque surfaces (i.e. that have no transparency) will still have correct sorting regardless of the render method.
.. tip::
Face order can be adjusted in edit mode by using :doc:`sort element </modeling/meshes/editing/mesh/sort_elements>`.
How about mentioning the
Sort Elements
geometry node here too? ;)@ -0,0 +127,4 @@
.. note::
Per-object sorting has a performance cost and having thousands of
these objects in a scene will greatly degrade performance.
these objects
->objects
@ -0,0 +144,4 @@
This feature is used to approximate the inner geometry structure of the object without heavy computation.
This is currently used for Subsurface, Translucent BSDF, Refraction BSDF and the nodes containing them.
If no value is plugged into the output node, then a default thickness based on the smallest dimension of the object is computed.
, then a default
->, a default
@ -0,0 +150,4 @@
.. note::
The thickness is used to skip the inner part of the object. This means that:
- refraction will skip objects inside this thickness distance.
Capitalize list items
@ -0,0 +22,4 @@
Indirect Light
Similar to **Direct Light* but limits the maximum light intensity reflected using ray-tracing and light-probes.
Mismatched *
@ -0,0 +26,4 @@
.. note::
These options provides a way to limit :term:`Fireflies` and :term:`Aliasing` of highly reflective surfaces and dense volumes.
These options provides
->These options provide
@ -15,0 +26,4 @@
.. _bpy.types.SceneEEVEE.gi_irradiance_pool_size:
Light Probes Volume Pool Size
A bigger pool size allows for more irradiance grid in the scene but might not fit into GPU memory and decreases performance.
more irradiance grid
->more irradiance grids
@ -0,0 +22,4 @@
:Light Probe:
Use light-probe spheres and planes to find scene intersection.
This option is has the lowest tracing cost but rely on manually placed light-probes.
This option is has
->This option has
but rely
->but relies
@ -0,0 +44,4 @@
They are only visible if *Screen-Trace* is the chosen tracing *Method*.
Precision
Higher values increase precision of the screen space ray-tracing but lowers the maximum trace distance.
but lowers
->but lower
@ -0,0 +55,4 @@
Denoising
_________
Denoising can be enabled to reduce the noise amount from the raw ray-traced output.
the noise amount
->the amount of noise
over blur
->over-blur
@ -0,0 +63,4 @@
Can introduce some light leaks across surfaces.
Temporal Accumulation
Accumulate samples by re-projecting last ray tracing results.
last ray tracing results
->the last ray tracing results
introduce a lot of color bias
->introduces color bias
making render converge
->making renders converge
@ -0,0 +74,4 @@
Fast GI Approximation
_____________________
This Fast GI Approximation is a fallback to the ray-tracing pipeline for
Remove
This
@ -0,0 +76,4 @@
This Fast GI Approximation is a fallback to the ray-tracing pipeline for
:abbr:`BSDF (Bidirectional Scattering Distribution Function)` with high roughness.
It produces less noisy output and capture bounce lighting more efficiently than individually traced rays.
less noisy output
->a less noisy output
and capture bounce
->and captures bounce
@ -0,0 +78,4 @@
:abbr:`BSDF (Bidirectional Scattering Distribution Function)` with high roughness.
It produces less noisy output and capture bounce lighting more efficiently than individually traced rays.
This is currently implemented as a screen space effect and will inherit.
Will inherit what?
@ -0,0 +83,4 @@
.. seealso:: :ref:`Limitations <eevee-limitations-screenspace>`.
Method
Determine the methods used to compute the fast GI approximation.
the methods
->the method
@ -0,0 +97,4 @@
Lower options will be faster and use less memory but will produce blurrier results.
Ray Count
Amount of GI ray per pixels at the specified *Resolution*.
Amount of GI ray per pixels
->Number of GI rays per pixel
@ -0,0 +101,4 @@
Higher values will reduce noise.
Step Count
Amount of screen sample per GI ray.
Amount of screen sample
->Number of screen samples
@ -0,0 +106,4 @@
.. note::
With higher step count, there is less chance to miss other surfaces that could reflect of block the light.
With higher step count
->With a higher step count
reflect of block
->reflect or block
loosing
->losing
@ -25,0 +41,4 @@
=======
Shadow Rays Count
Amount of shadow rays to trace for each light.
Amount of
->Number of
@ -0,0 +23,4 @@
These samples are distributed along the view depth (view Z axis).
Distribution
Blend between linear and exponential sample distribution. Higher values puts more samples near the camera.
Higher values puts
->Higher values put
@ -0,0 +33,4 @@
Custom Range
============
When working with volumes objects, EEVEE automatically compute the best depth range where to compute
volumes objects
->volume objects
automatically compute
->automatically computes
@ -0,0 +35,4 @@
When working with volumes objects, EEVEE automatically compute the best depth range where to compute
the volume sampling and lighting.
In certain situation, this isn't enough and produces sub-optimal sampling which increases noise.
In certain situation
->In certain situations
@ -0,0 +36,4 @@
When working with volumes objects, EEVEE automatically compute the best depth range where to compute
the volume sampling and lighting.
In certain situation, this isn't enough and produces sub-optimal sampling which increases noise.
This is particularly the case when using a volume shader inside the *World* or when working with large of volume objects.
large of volume
->large number of volume
@ -0,0 +6,4 @@
The world environment can emit light, ranging from a single solid color
to arbitrary textures.
In EEVEE, the world lighting contribution is stored into internal :ref:`Light Probe`.
stored into internal
->stored into an internal
@ -0,0 +83,4 @@
Sun
---
EEVEE can separate the light from intense light sources (e.g. a sun from an outdoor HDRI) and
Is there a link/reference to use for "HDRI"?
@ -0,0 +84,4 @@
---
EEVEE can separate the light from intense light sources (e.g. a sun from an outdoor HDRI) and
replace them by a sun light. This increases the quality of the lighting as the internal light probes
replace them by
->replace them with
@ -0,0 +95,4 @@
Angle
Angle of the extracted sun light.
Angular diameter of the Sun as seen from the Earth
Missing period/duplicate description
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