EEVEE-Next: Update Documentation #104816
@ -70,7 +70,7 @@ Depth of Field
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Screen Space Effects
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====================
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EEVEE is not a path tracing engine and cannot do ray-triangle intersection.
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Ray-triangle intersection is not currently supported.
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Instead of this, EEVEE uses the depth buffer as an approximated scene representation.
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This reduces the complexity of scene scale effects and enables a higher performance.
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However, only what is in inside the view can be considered when computing these effects.
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@ -88,65 +88,27 @@ These limitations creates a few problems:
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will not be rendered with screen space effects.
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.. _eevee-limitations-ao:
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Ambient Occlusion
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-----------------
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- Objects are treated as infinitely thick, producing overshadowing if the *Distance* is really large.
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- Objects are treated as uniformly thick, producing over- or under-shadowing depending on the
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thickness value.
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.. _eevee-limitations-raytracing:
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Raytracing
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----------
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- Screen Space Reflections will reflect transparent objects and objects using Screen Space Refraction
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but without accurate positioning due to the one layer depth buffer.
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- Blended materials and materials using raytrace refractions will not appear in dithered materials.
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- Blender materials are not compatible with raytracing.
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- Blended materials and materials using raytrace refractions will not appear in dithered materials reflections.
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- Blended materials are not compatible with raytracing.
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- Only one refraction event is correctly modeled.
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An approximation of the second refraction event can be approximated using the :ref:`eevee-thickness-workflow`.
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- Only dithered materials *not* using Raytrace Refractions can be refracted.
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.. _eevee-limitations-sss:
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Subsurface Scattering
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---------------------
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- Only one BSSRDF can produce screen space subsurface scattering.
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- The evaluated BSSRDF is currently arbitrarily chosen.
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- A maximum of 254 different surfaces can use subsurface scattering.
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- Only scaling is adjustable per pixel. Individual RGB radii are adjustable in the socket default value.
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- Input radiance from each surfaces are not isolated during the blurring,
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leading to light leaking from surface to surface.
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.. _eevee-limitations-materials:
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Materials
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=========
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Refractions
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Refraction is faked by sampling the same reflection probe used by the Glossy BSDFs,
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but using the refracted view direction instead of the reflected view direction.
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Only the first refraction event is modeled correctly.
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An approximation of the second refraction event can be used for relatively thin objects using Refraction Depth.
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Using Screen Space refraction will refract what is visible inside the view,
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and use the nearest probe if there is no hit.
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Surfaces that use raytrace refraction will not cast ambient occlusion onto other materials not
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using this option.
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Shader Nodes
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============
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- All BSDF's are using approximations to achieve realtime performance
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so there will always be small differences between Cycles and EEVEE.
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- Some utility nodes are not yet compatible with EEVEE.
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- Certain combinations of BSDF's will result in more noise than others. This is the case of mixing Diffuse BSDF and Refraction BSDF.
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.. seealso::
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