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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@ -46,6 +46,8 @@ Shadow Rays Count
Shadow Steps Count Shadow Steps Count
Amount of shadow map sample per shadow ray. Amount of shadow map sample per shadow ray.
.. _bpy.types.SceneEEVEE.volumetric_shadow:
Volumetric Shadows Volumetric Shadows
Approximate light absorption of the surrounding volume objects. This makes the volumes more opaque to light. Approximate light absorption of the surrounding volume objects. This makes the volumes more opaque to light.
This is a very computationally expensive option and has limitations. This is a very computationally expensive option and has limitations.

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@ -1,25 +0,0 @@
.. _bpy.types.SceneEEVEE.shadow:
*******
Shadows
*******
These settings influence shadows which appear on objects because there is another object (the occluder)
between them and a Light.
.. reference::
:Panel: :menuselection:`Render --> Shadows`
Pool Size
Size of the shadow pool, a bigger pool size allows for more shadows in the scene, but might not
fit into GPU memory.
Rays
Amount of shadow rays to trace for each light.
Steps
Amount of shadow map sample per shadow ray.
Normal Bias
Move along their normal.

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@ -7,7 +7,7 @@ Volumetrics
EEVEE simulates volumetric scattering by evaluating all volume objects inside the view frustum. EEVEE simulates volumetric scattering by evaluating all volume objects inside the view frustum.
To achieve this, EEVEE uses several 3D textures which have a high video memory usage. To achieve this, EEVEE uses several 3D textures which have a high video memory usage.
The texture dimensions can be tweaked using the *Tile Size* and *Samples* parameters. The texture dimensions can be tweaked using the *Resolution* and *Steps* parameters.
Object volumes have some :ref:`limitations <eevee-limitations-volumetrics>`. Object volumes have some :ref:`limitations <eevee-limitations-volumetrics>`.
@ -15,50 +15,34 @@ Object volumes have some :ref:`limitations <eevee-limitations-volumetrics>`.
:Panel: :menuselection:`Properties --> Render --> Volumetrics` :Panel: :menuselection:`Properties --> Render --> Volumetrics`
Start Resolution
Start distance of the volumetric effect. Controls the quality of the volumetric effects. Lower resolution increases video memory usage and quality.
End Steps
End distance of the volumetric effect. Number of steps to compute volumetric effects. Higher count increases video memory usage and quality.
Tile Size
Controls the quality of the volumetric effects. Lower size increases video memory usage and quality.
This is the size in pixels of a volumetric cell.
Samples
Number of samples to compute volumetric effects. Higher count increases video memory usage and quality.
These samples are distributed along the view depth (view Z axis). These samples are distributed along the view depth (view Z axis).
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 Max Depth
Maximum surface intersection count used by accurate volume intersection method. Will create Maximum surface intersection count used by accurate volume intersection method.
artifacts if it is exceeded. Will create artifacts if it is exceeded.
.. _bpy.types.SceneEEVEE.volumetric_light: Custom Range
============
Volumetric Lighting 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.
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In certain situation -> In certain situations

`In certain situation` -> `In certain situations`
This is particularly the case when using a volume shader inside the *World* or when working with large of volume objects.
The custom depth range can be enabled to restrict the computation of volumes to a certain range along the camera depth and thus increase precision.
Let the volume scattering scatter light in the scene. Start
Unnecessary if no Volume Scatter is present in the scene. Start distance of the volumetric effect.
Light Clamping End
Clamp light contribution of the volume scattering effect. Reduces flickering and noise. End distance of the volumetric effect.
Set to 0.0 to disable clamping.
.. _bpy.types.SceneEEVEE.volumetric_shadow:
Volumetric Shadows
==================
Approximate light absorption of the surrounding volume objects. This makes the volumes more opaque to light.
This is a very computationally expensive option and has limitations.
Samples
Number of samples to compute volumetric shadowing.
.. seealso:: :ref:`Limitations <eevee-limitations-volumetrics>`. .. seealso:: :ref:`Limitations <eevee-limitations-volumetrics>`.