EEVEE-Next: Update Documentation #104816
@ -46,6 +46,8 @@ Shadow Rays Count
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Shadow Steps Count
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Amount of shadow map sample per shadow ray.
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.. _bpy.types.SceneEEVEE.volumetric_shadow:
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Volumetric Shadows
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Approximate light absorption of the surrounding volume objects. This makes the volumes more opaque to light.
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This is a very computationally expensive option and has limitations.
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@ -1,25 +0,0 @@
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.. _bpy.types.SceneEEVEE.shadow:
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*******
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Shadows
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*******
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These settings influence shadows which appear on objects because there is another object (the occluder)
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between them and a Light.
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.. reference::
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:Panel: :menuselection:`Render --> Shadows`
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Pool Size
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Size of the shadow pool, a bigger pool size allows for more shadows in the scene, but might not
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fit into GPU memory.
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Rays
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Amount of shadow rays to trace for each light.
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Steps
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Amount of shadow map sample per shadow ray.
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Normal Bias
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Move along their normal.
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@ -7,7 +7,7 @@ Volumetrics
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EEVEE simulates volumetric scattering by evaluating all volume objects inside the view frustum.
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To achieve this, EEVEE uses several 3D textures which have a high video memory usage.
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The texture dimensions can be tweaked using the *Tile Size* and *Samples* parameters.
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The texture dimensions can be tweaked using the *Resolution* and *Steps* parameters.
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Object volumes have some :ref:`limitations <eevee-limitations-volumetrics>`.
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@ -15,50 +15,34 @@ Object volumes have some :ref:`limitations <eevee-limitations-volumetrics>`.
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:Panel: :menuselection:`Properties --> Render --> Volumetrics`
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Start
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Start distance of the volumetric effect.
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Resolution
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Controls the quality of the volumetric effects. Lower resolution increases video memory usage and quality.
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End
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End distance of the volumetric effect.
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Tile Size
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Controls the quality of the volumetric effects. Lower size increases video memory usage and quality.
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This is the size in pixels of a volumetric cell.
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Samples
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Number of samples to compute volumetric effects. Higher count increases video memory usage and quality.
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Steps
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Number of steps to compute volumetric effects. Higher count increases video memory usage and quality.
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These samples are distributed along the view depth (view Z axis).
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Distribution
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Blend between linear and exponential sample distribution. Higher values puts more samples near the camera.
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Max Depth
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Maximum surface intersection count used by accurate volume intersection method. Will create
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artifacts if it is exceeded.
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Maximum surface intersection count used by accurate volume intersection method.
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Will create artifacts if it is exceeded.
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.. _bpy.types.SceneEEVEE.volumetric_light:
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Custom Range
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============
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Volumetric Lighting
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===================
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When working with volumes objects, EEVEE automatically compute the best depth range where to compute
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the volume sampling and lighting.
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In certain situation, this isn't enough and produces sub-optimal sampling which increases noise.
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fclem marked this conversation as resolved
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This is particularly the case when using a volume shader inside the *World* or when working with large of volume objects.
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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.
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Let the volume scattering scatter light in the scene.
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Unnecessary if no Volume Scatter is present in the scene.
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Start
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Start distance of the volumetric effect.
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Light Clamping
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Clamp light contribution of the volume scattering effect. Reduces flickering and noise.
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Set to 0.0 to disable clamping.
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.. _bpy.types.SceneEEVEE.volumetric_shadow:
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Volumetric Shadows
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==================
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Approximate light absorption of the surrounding volume objects. This makes the volumes more opaque to light.
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This is a very computationally expensive option and has limitations.
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Samples
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Number of samples to compute volumetric shadowing.
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End
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End distance of the volumetric effect.
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.. seealso:: :ref:`Limitations <eevee-limitations-volumetrics>`.
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