EEVEE-Next: Update Documentation #104816
@ -66,6 +66,7 @@ Depth of Field
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but will be correctly handled by the sample-based method. For this, you need to
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disable the post-process depth of field by setting the *Max Size* to 0.
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.. _eevee-limitations-screenspace:
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Screen Space Effects
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====================
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@ -82,6 +83,7 @@ These limitations creates a few problems:
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This can be partially fixed by using the *overscan* feature.
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- Screen space effects lack deep information (or the thickness of objects).
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This is why most effects have a thickness parameter to control how to consider potential intersected pixels.
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- Objects behind other objects (occluded) are not considered by these effects.
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- Blended surfaces are not considered by these effects.
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They are not part of the depth prepass and do not appear in the depth buffer.
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- Objects that a part of :ref:`Holdout Collections <bpy.ops.outliner.collection_holdout_set>`
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45
manual/render/eevee/render_settings/clamping.rst
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45
manual/render/eevee/render_settings/clamping.rst
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@ -0,0 +1,45 @@
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********
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Clamping
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********
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.. reference::
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:Panel: :menuselection:`Render --> Clamping`
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.. _bpy.types.SceneEEVEE.clamp_surface_direct:
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.. _bpy.types.SceneEEVEE.clamp_surface_indirect:
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Surface
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_______
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Direct Light
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This option limits the maximum light intensity a surface can reflect.
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It reduces :term:`Aliasing` noise and :term:`Fireflies` at the cost of accuracy.
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Setting this option to 0.0 disables clamping altogether.
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Lower values have a greater effect on the resulting image than higher values.
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Indirect Light
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Similar to **Direct Light* but limits the maximum light intensity reflected using ray-tracing and light-probes.
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.. note::
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These options provides a way to limit :term:`Fireflies` and :term:`Aliasing` of highly reflective surfaces and dense volumes.
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However, note that as you clamp out such values, other bright lights will be dimmed as well.
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Care must be taken when using this setting to find a balance between mitigating fireflies and
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losing intentionally bright parts.
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.. _bpy.types.SceneEEVEE.clamp_volume_direct:
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.. _bpy.types.SceneEEVEE.clamp_volume_indirect:
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Volume
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______
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Direct Light
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The same as *Surface Direct Light* but for volume direct lighting.
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Indirect Light
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The same as *Surface Direct Light* but for volume indirect lighting.
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@ -1,18 +0,0 @@
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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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@ -8,15 +8,15 @@
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:maxdepth: 2
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sampling.rst
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depth_of_field.rst
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horizon_scan.rst
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clamping.rst
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raytracing.rst
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shadows.rst
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volumes.rst
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performance.rst
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curves.rst
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lights.rst
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shadows.rst
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light_probes.rst
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film.rst
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depth_of_field.rst
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motion_blur.rst
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grease_pencil.rst
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@ -8,73 +8,119 @@ Raytracing
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:Panel: :menuselection:`Render --> Raytracing`
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The ray-tracing pipeline goal is to increase the accuracy of surface indirect lighting.
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This is done by generating ray from each :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
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and finding their intersection with the scene individually.
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When disabled, it is replaced by a faster pipeline that uses pre-filtered light-probes.
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This fallback mode offers a more visually stable and optimized alternative when visual fidelity is not the primary goal.
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.. seealso:: :ref:`Limitations <eevee-limitations-raytracing>`.
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Method
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Select the tracing method used to find scene-ray intersecions
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Determine the tracing method used to find scene-ray intersections and indirect lighting.
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:Light Probe:
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Use light-probe spheres and planes to find scene intersection.
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This option is has the lowest tracing cost but rely on manually placed light-probes.
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fclem marked this conversation as resolved
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:Screen-Trace:
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Raytrace against the depth buffer
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:None:
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No intersection with scene geometry
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Settings
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Split the settings per ray type (Reflection/Refraction/Diffuse)
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:Unified:
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All the ray types use the same settings
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:Split:
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Settings are individual to each ray type
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Ray Type
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========
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When the settings are split per ray type this section will be repeated for reflection, refraction
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and diffuse rays.
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Trace ray against the screen depth buffer. Fallback to light-probes if ray exits the view.
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Resolution
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Number of rays per pixel. Choice out of 1, 1/4 and 1/16 rays per pixel.
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Resolution at which the ray-tracing is performed.
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Lower options will be faster and use less memory but will produce blurrier results.
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Clamp
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Clamp ray intensity to reduce noise. Use 0 to disable.
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Denoising
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Denoising can be enabled to reduce noise in raytraced effects.
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Spatial Reuse
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Reuse the rays from neighbor pixels.
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Temporal Accumulation
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Accumulate samples by reprojectiong last ray tracing results.
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Bilateral Filter
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Blur the resolved radiance using a bilateral filter.
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Max Roughness
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Maximum roughness a :abbr:`BSDF (Bidirectional Scattering Distribution Function)` can have to use ray-tracing.
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BSDFs with higher roughness will progressively use the *Fast GI Approximation*.
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A value of 1 will raytrace every surfaces and disable the Fast GI.
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Refractions
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Screen space refractions work the same way as screen space reflections and use the same parameters.
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But they are not enabled by default on all surfaces.
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Enabling it will have a small performance cost.
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You need to enable them in :menuselection:`Material Properties --> Settings`.
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Materials using screen space refractions will not cast screen space reflections.
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Screen Tracing
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______________
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Half Resolution Trace
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Use half resolution ray tracing. Only cast a ray for every fourth pixel.
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Enabling this option drastically reduces video memory usage and increases performance at the cost of quality.
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These settings control the behavior of the screen space ray-tracing.
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They are only visible if *Screen-Trace* is the chosen tracing *Method*.
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Trace Precision
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Increases precision of the ray tracing but introduces more noise and lowers the maximum trace distance.
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Precision
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Higher values increase precision of the screen space ray-tracing but lowers the maximum trace distance.
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Increased precision also increases performance cost.
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Thickness
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How thick to consider the pixels of the depth buffer during the tracing.
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Higher values will stretch the reflections and add flickering. Lower values may make the ray miss surfaces.
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Edge Fading
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Smoothly fade out the reflected and refracted pixels if they are close to a screen edge.
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The unit is in screen percentage.
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Clamp
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Clamp the reflected color intensity to remove noise and :term:`Fireflies`.
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Denoising
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_________
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.. seealso:: :ref:`Limitations <eevee-limitations-raytracing>`.
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Denoising can be enabled to reduce the noise amount from the raw ray-traced output.
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This can help image stability but will also over blur the final ray-traced output.
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Spatial Reuse
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Reuse the rays from neighbor pixels.
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Can introduce some light leaks across surfaces.
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Temporal Accumulation
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Accumulate samples by re-projecting last ray tracing results.
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fclem marked this conversation as resolved
Hans Goudey
commented
`last ray tracing results` -> `the last ray tracing results`
`introduce a lot of color bias` -> `introduces color bias`
`making render converge` -> `making renders converge`
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This removes :term:`Fireflies` but also introduce a lot of color bias.
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Useful for viewport temporal stability or making render converge faster.
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Bilateral Filter
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Blur the resolved ray-traced output using a bilateral filter.
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Fast GI Approximation
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_____________________
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This Fast GI Approximation is a fallback to the ray-tracing pipeline for
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fclem marked this conversation as resolved
Hans Goudey
commented
Remove Remove `This`
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:abbr:`BSDF (Bidirectional Scattering Distribution Function)` with high roughness.
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It produces less noisy output and capture bounce lighting more efficiently than individually traced rays.
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This is currently implemented as a screen space effect and will inherit.
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fclem marked this conversation as resolved
Hans Goudey
commented
Will inherit what? Will inherit what?
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.. seealso:: :ref:`Limitations <eevee-limitations-screenspace>`.
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Method
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Determine the methods used to compute the fast GI approximation.
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fclem marked this conversation as resolved
Hans Goudey
commented
`the methods` -> `the method`
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:Ambient Occlusion:
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Use scene intersections to shadow the distant lighting from light-probes.
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This is the fastest option.
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:Global Illumination:
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Compute global illumination taking into account light bouncing off surrounding objects.
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Resolution
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Resolution at which the fast GI is computed.
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Lower options will be faster and use less memory but will produce blurrier results.
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Ray Count
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Amount of GI ray per pixels at the specified *Resolution*.
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fclem marked this conversation as resolved
Hans Goudey
commented
`Amount of GI ray per pixels` -> `Number of GI rays per pixel`
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Higher values will reduce noise.
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Step Count
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Amount of screen sample per GI ray.
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fclem marked this conversation as resolved
Hans Goudey
commented
`Amount of screen sample` -> `Number of screen samples`
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Higher values will reduce the noise amount and increase the quality.
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.. note::
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With higher step count, there is less chance to miss other surfaces that could reflect of block the light.
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fclem marked this conversation as resolved
Hans Goudey
commented
`With higher step count` -> `With a higher step count`
`reflect of block` -> `reflect or block`
`loosing` -> `losing`
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This means that the Fast GI *Thickness* parameter can be tweaked to lower values without loosing too much light bounce energy.
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Precision
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Higher values increase the precision of the scene intersections with the GI rays.
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Increased precision also increases performance cost.
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Distance
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If non-zero, the maximum distance at which other surfaces will contribute to the fast GI approximation.
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Thickness Near
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Geometric thickness of the surfaces when computing fast GI and ambient occlusion.
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Reduces light leaking and missing contact occlusion.
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Thickness Far
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Angular thickness of the surfaces when computing fast GI and ambient occlusion.
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Reduces energy loss and missing occlusion of far geometry.
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