EEVEE-Next: Update Documentation #104816

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Clément Foucault merged 25 commits from fclem/blender-manual:eevee-next-manual into blender-v4.2-release 2024-06-12 17:47:14 +02:00
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@ -66,6 +66,7 @@ Depth of Field
but will be correctly handled by the sample-based method. For this, you need to
disable the post-process depth of field by setting the *Max Size* to 0.
.. _eevee-limitations-screenspace:
Screen Space Effects
====================
@ -82,6 +83,7 @@ These limitations creates a few problems:
This can be partially fixed by using the *overscan* feature.
- Screen space effects lack deep information (or the thickness of objects).
This is why most effects have a thickness parameter to control how to consider potential intersected pixels.
- Objects behind other objects (occluded) are not considered by these effects.
- Blended surfaces are not considered by these effects.
They are not part of the depth prepass and do not appear in the depth buffer.
- Objects that a part of :ref:`Holdout Collections <bpy.ops.outliner.collection_holdout_set>`

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@ -0,0 +1,45 @@
********
Clamping
********
.. reference::
:Panel: :menuselection:`Render --> Clamping`
.. _bpy.types.SceneEEVEE.clamp_surface_direct:
.. _bpy.types.SceneEEVEE.clamp_surface_indirect:
Surface
_______
Direct Light
This option limits the maximum light intensity a surface can reflect.
It reduces :term:`Aliasing` noise and :term:`Fireflies` at the cost of accuracy.
Setting this option to 0.0 disables clamping altogether.
Lower values have a greater effect on the resulting image than higher values.
Indirect Light
Similar to **Direct Light* but limits the maximum light intensity reflected using ray-tracing and light-probes.
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Mismatched *

Mismatched *
.. note::
These options provides a way to limit :term:`Fireflies` and :term:`Aliasing` of highly reflective surfaces and dense volumes.
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These options provides -> These options provide

`These options provides` -> `These options provide`
However, note that as you clamp out such values, other bright lights will be dimmed as well.
Care must be taken when using this setting to find a balance between mitigating fireflies and
losing intentionally bright parts.
.. _bpy.types.SceneEEVEE.clamp_volume_direct:
.. _bpy.types.SceneEEVEE.clamp_volume_indirect:
Volume
______
Direct Light
The same as *Surface Direct Light* but for volume direct lighting.
Indirect Light
The same as *Surface Direct Light* but for volume indirect lighting.

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@ -1,18 +0,0 @@
************
Horizon Scan
************
.. reference::
:Panel: :menuselection:`Render --> Horizon Scan`
Precision
Precision of the horizon scan.
Thickness
Constant thickness of the surfaces considered when doing horizon scan and by extension ambient
occlusion.
Bias
Bias the horozon angles to reduce self intersection artifacts.

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@ -8,15 +8,15 @@
:maxdepth: 2
sampling.rst
depth_of_field.rst
horizon_scan.rst
clamping.rst
raytracing.rst
shadows.rst
volumes.rst
performance.rst
curves.rst
lights.rst
shadows.rst
light_probes.rst
film.rst
depth_of_field.rst
motion_blur.rst
grease_pencil.rst

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@ -8,73 +8,119 @@ Raytracing
:Panel: :menuselection:`Render --> Raytracing`
The ray-tracing pipeline goal is to increase the accuracy of surface indirect lighting.
This is done by generating ray from each :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
and finding their intersection with the scene individually.
When disabled, it is replaced by a faster pipeline that uses pre-filtered light-probes.
This fallback mode offers a more visually stable and optimized alternative when visual fidelity is not the primary goal.
.. seealso:: :ref:`Limitations <eevee-limitations-raytracing>`.
Method
Select the tracing method used to find scene-ray intersecions
Determine the tracing method used to find scene-ray intersections and indirect lighting.
: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.
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This option is has -> This option has
but rely -> but relies

`This option is has` -> `This option has` `but rely` -> `but relies`
: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
and diffuse rays.
Trace ray against the screen depth buffer. Fallback to light-probes if ray exits the view.
Resolution
Number of rays per pixel. Choice out of 1, 1/4 and 1/16 rays per pixel.
Resolution at which the ray-tracing is performed.
Lower options will be faster and use less memory but will produce blurrier results.
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.
Max Roughness
Maximum roughness a :abbr:`BSDF (Bidirectional Scattering Distribution Function)` can have to use ray-tracing.
BSDFs with higher roughness will progressively use the *Fast GI Approximation*.
A value of 1 will raytrace every surfaces and disable the Fast GI.
Refractions
Screen space refractions work the same way as screen space reflections and use the same parameters.
But they are not enabled by default on all surfaces.
Enabling it will have a small performance cost.
You need to enable them in :menuselection:`Material Properties --> Settings`.
Materials using screen space refractions will not cast screen space reflections.
Screen Tracing
______________
Half Resolution Trace
Use half resolution ray tracing. Only cast a ray for every fourth pixel.
Enabling this option drastically reduces video memory usage and increases performance at the cost of quality.
These settings control the behavior of the screen space ray-tracing.
They are only visible if *Screen-Trace* is the chosen tracing *Method*.
Trace Precision
Increases precision of the ray tracing but introduces more noise and lowers the maximum trace distance.
Precision
Higher values increase precision of the screen space ray-tracing but lowers the maximum trace distance.
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but lowers -> but lower

`but lowers` -> `but lower`
Increased precision also increases performance cost.
Thickness
How thick to consider the pixels of the depth buffer during the tracing.
Higher values will stretch the reflections and add flickering. Lower values may make the ray miss surfaces.
Edge Fading
Smoothly fade out the reflected and refracted pixels if they are close to a screen edge.
The unit is in screen percentage.
Clamp
Clamp the reflected color intensity to remove noise and :term:`Fireflies`.
Denoising
_________
.. seealso:: :ref:`Limitations <eevee-limitations-raytracing>`.
Denoising can be enabled to reduce the noise amount from the raw ray-traced output.
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the noise amount -> the amount of noise
over blur -> over-blur

`the noise amount` -> `the amount of noise` `over blur` -> `over-blur`
This can help image stability but will also over blur the final ray-traced output.
Spatial Reuse
Reuse the rays from neighbor pixels.
Can introduce some light leaks across surfaces.
Temporal Accumulation
Accumulate samples by re-projecting last ray tracing results.
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last ray tracing results -> the last ray tracing results
introduce a lot of color bias -> introduces color bias
making render converge -> making renders converge

`last ray tracing results` -> `the last ray tracing results` `introduce a lot of color bias` -> `introduces color bias` `making render converge` -> `making renders converge`
This removes :term:`Fireflies` but also introduce a lot of color bias.
Useful for viewport temporal stability or making render converge faster.
Bilateral Filter
Blur the resolved ray-traced output using a bilateral filter.
Fast GI Approximation
_____________________
This Fast GI Approximation is a fallback to the ray-tracing pipeline for
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Remove This

Remove `This`
:abbr:`BSDF (Bidirectional Scattering Distribution Function)` with high roughness.
It produces less noisy output and capture bounce lighting more efficiently than individually traced rays.
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less noisy output -> a less noisy output
and capture bounce -> and captures bounce

`less noisy output` -> `a less noisy output` `and capture bounce` -> `and captures bounce`
This is currently implemented as a screen space effect and will inherit.
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Will inherit what?

Will inherit what?
.. seealso:: :ref:`Limitations <eevee-limitations-screenspace>`.
Method
Determine the methods used to compute the fast GI approximation.
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the methods -> the method

`the methods` -> `the method`
:Ambient Occlusion:
Use scene intersections to shadow the distant lighting from light-probes.
This is the fastest option.
:Global Illumination:
Compute global illumination taking into account light bouncing off surrounding objects.
Resolution
Resolution at which the fast GI is computed.
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*.
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Amount of GI ray per pixels -> Number of GI rays per pixel

`Amount of GI ray per pixels` -> `Number of GI rays per pixel`
Higher values will reduce noise.
Step Count
Amount of screen sample per GI ray.
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Amount of screen sample -> Number of screen samples

`Amount of screen sample` -> `Number of screen samples`
Higher values will reduce the noise amount and increase the quality.
.. note::
With higher step count, there is less chance to miss other surfaces that could reflect of block the light.
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With higher step count -> With a higher step count
reflect of block -> reflect or block
loosing -> losing

`With higher step count` -> `With a higher step count` `reflect of block` -> `reflect or block` `loosing` -> `losing`
This means that the Fast GI *Thickness* parameter can be tweaked to lower values without loosing too much light bounce energy.
Precision
Higher values increase the precision of the scene intersections with the GI rays.
Increased precision also increases performance cost.
Distance
If non-zero, the maximum distance at which other surfaces will contribute to the fast GI approximation.
Thickness Near
Geometric thickness of the surfaces when computing fast GI and ambient occlusion.
Reduces light leaking and missing contact occlusion.
Thickness Far
Angular thickness of the surfaces when computing fast GI and ambient occlusion.
Reduces energy loss and missing occlusion of far geometry.