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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@ -70,7 +70,7 @@ Depth of Field
Screen Space Effects Screen Space Effects
==================== ====================
EEVEE is not a path tracing engine and cannot do ray-triangle intersection. Ray-triangle intersection is not currently supported.
Instead of this, EEVEE uses the depth buffer as an approximated scene representation. Instead of this, EEVEE uses the depth buffer as an approximated scene representation.
This reduces the complexity of scene scale effects and enables a higher performance. This reduces the complexity of scene scale effects and enables a higher performance.
However, only what is in inside the view can be considered when computing these effects. However, only what is in inside the view can be considered when computing these effects.
@ -88,65 +88,27 @@ These limitations creates a few problems:
will not be rendered with screen space effects. will not be rendered with screen space effects.
.. _eevee-limitations-ao:
Ambient Occlusion
-----------------
- Objects are treated as infinitely thick, producing overshadowing if the *Distance* is really large.
- Objects are treated as uniformly thick, producing over- or under-shadowing depending on the
thickness value.
.. _eevee-limitations-raytracing: .. _eevee-limitations-raytracing:
Raytracing Raytracing
---------- ----------
- Screen Space Reflections will reflect transparent objects and objects using Screen Space Refraction - Blended materials and materials using raytrace refractions will not appear in dithered materials reflections.
but without accurate positioning due to the one layer depth buffer. - Blended materials are not compatible with raytracing.
- Blended materials and materials using raytrace refractions will not appear in dithered materials.
- Blender materials are not compatible with raytracing.
- Only one refraction event is correctly modeled. - Only one refraction event is correctly modeled.
An approximation of the second refraction event can be approximated using the :ref:`eevee-thickness-workflow`.
- Only dithered materials *not* using Raytrace Refractions can be refracted. - Only dithered materials *not* using Raytrace Refractions can be refracted.
.. _eevee-limitations-sss:
Subsurface Scattering
---------------------
- Only one BSSRDF can produce screen space subsurface scattering.
- The evaluated BSSRDF is currently arbitrarily chosen.
- A maximum of 254 different surfaces can use subsurface scattering.
- Only scaling is adjustable per pixel. Individual RGB radii are adjustable in the socket default value.
- Input radiance from each surfaces are not isolated during the blurring,
leading to light leaking from surface to surface.
.. _eevee-limitations-materials: .. _eevee-limitations-materials:
Materials
=========
Refractions
Refraction is faked by sampling the same reflection probe used by the Glossy BSDFs,
but using the refracted view direction instead of the reflected view direction.
Only the first refraction event is modeled correctly.
An approximation of the second refraction event can be used for relatively thin objects using Refraction Depth.
Using Screen Space refraction will refract what is visible inside the view,
and use the nearest probe if there is no hit.
Surfaces that use raytrace refraction will not cast ambient occlusion onto other materials not
using this option.
Shader Nodes Shader Nodes
============ ============
- All BSDF's are using approximations to achieve realtime performance - All BSDF's are using approximations to achieve realtime performance
so there will always be small differences between Cycles and EEVEE. so there will always be small differences between Cycles and EEVEE.
- Some utility nodes are not yet compatible with EEVEE. - Some utility nodes are not yet compatible with EEVEE.
- Certain combinations of BSDF's will result in more noise than others. This is the case of mixing Diffuse BSDF and Refraction BSDF.
.. seealso:: .. seealso::