EEVEE-Next: Update Documentation #104816
@ -14,12 +14,14 @@ EEVEE can be used interactively in the 3D Viewport but also produce high quality
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EEVEE materials are created using the same shader nodes as Cycles, making it easy to render existing
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EEVEE materials are created using the same shader nodes as Cycles, making it easy to render existing
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scenes. For Cycles users, this makes EEVEE work great for previewing materials in realtime.
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scenes. For Cycles users, this makes EEVEE work great for previewing materials in realtime.
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EEVEE is a based on rasterization and not (like Cycles) a path traced render engine.
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EEVEE is a based on rasterization and is not a path tracer.
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Instead of computing each ray of light, EEVEE uses a process called rasterization.
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Instead of computing each ray of light, EEVEE uses a process called rasterization to determine what
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Hans Goudey
commented
Can delete Can delete `EEVEE uses a process called` since the previous sentence that EEVEE uses it.
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Rasterization estimates the way light interacts with objects and materials using numerous algorithms.
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surface is visible from the camera. It then estimates the way light interacts with these surfaces
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and materials using numerous algorithms.
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While EEVEE is designed to use :abbr:`PBR (Physically Based Rendering)` principles,
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While EEVEE is designed to use :abbr:`PBR (Physically Based Rendering)` principles,
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it is not perfect and Cycles will always provide more physically accurate renders.
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it is not perfect and Cycles will always provide more physically accurate renders.
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Because EEVEE uses rasterization it has a set of :doc:`limitations </render/eevee/limitations>`.
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Because EEVEE uses a lot of different algorithms it has a set of
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fclem marked this conversation as resolved
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Hans Goudey
commented
`a lot of` -> `many` (just a more professional style)
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:doc:`limitations </render/eevee/limitations>`.
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.. figure:: /images/render_eevee_introduction_final-render.png
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.. figure:: /images/render_eevee_introduction_final-render.png
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