EEVEE-Next: Update Documentation #104816
@ -20,8 +20,7 @@ surface is visible from the camera. It then estimates the way light interacts wi
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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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it is not perfect and Cycles will always provide more physically accurate renders.
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Because EEVEE uses a lot of different algorithms it has a set of
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:doc:`limitations </render/eevee/limitations>`.
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For these reasons, EEVEE has a set of :doc:`limitations </render/eevee/limitations/index>`.
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.. figure:: /images/render_eevee_introduction_final-render.png
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@ -12,19 +12,17 @@ If *Raytracing* is turned on, they are used as a fall back if a ray misses.
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.. note::
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In both usage, the light probe spheres are shadowed by light probe volume. This is to
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In both usage, the light probe spheres are shadowed by light probe volume.
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This is done in order to reduce light leaking in shadowed areas and reduce the need to
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setup more light probe spheres.
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Adjusting their resolution is done inside the *Scene* data panel.
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.. seealso::
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:doc:`Scene </render/eevee/scene>`.
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Adjusting their resolution is done inside the :doc:`Scene data </render/eevee/scene_settings>` panel.
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The world also have an internal light probe sphere which resolution can be adjusted in the *World* data panel.
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.. seealso::
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:doc:`World </render/eevee/world>`.
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:doc:`World Settings </render/eevee/world_settings>`.
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.. reference::
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@ -44,8 +42,10 @@ Falloff
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Capture
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=======
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In the viewport, capture only happens if an update is detected on the light probe data or position.
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For renders, the capture happens at the start of each frame.
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.. note::
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In the viewport, capture only happens if an update is detected on the light probe data or position.
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For renders, the capture happens at the start of each frame.
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Clipping
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Define the near and far clip distances when capturing the scene.
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@ -80,7 +80,7 @@ During baking, the scene is converted into a different representation to acceler
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This representation can be very memory intensive and prevent baking if it cannot fit inside the GPU memory.
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There are a few way to deal with this issue:
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- Larger scene should be divided into smaller sections or using different level of details.
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- Reduce
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- Reduce *Surfel Resolution*.
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- Turn off the light probe volume visibility option on objects that have little to no effect in the bake.
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.. tip::
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@ -99,6 +99,8 @@ Bake Samples
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Surfel Resolution
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fclem marked this conversation as resolved
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Number of surfels to spawn in one local unit distance.
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Higher values increase quality. Have a huge impact on memory usage.
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.. tip::
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A good value is twice the maximum *Resolution*.
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@ -15,10 +15,12 @@ and can be more easily managed as objects of their own type.
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See :doc:`Light settings </render/lights/light_object>` for settings common to all renderers.
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.. _bpy.types.Light.shadow:
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Shadow
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======
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For shadowing lights, EEVEE uses a technique called *Virtual Shadow Mapping* along with *Shadow Map Raytracing*.
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EEVEE uses a technique called *Virtual Shadow Mapping* along with *Shadow Map Raytracing*.
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*Virtual Shadow Mapping* produces more accurate results than traditional shadow mapping by putting resolution
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only where it is needed. It also includes a very efficient caching mechanism.
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This technique offers better performance than ray tracing and is compatible
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@ -38,9 +40,12 @@ with any :ref:`Render Method <bpy.types.Material.render_method>`.
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.. _bpy.types.Light.use_shadow_jitter:
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Jitter
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Enable jittered soft shadows to increase shadow precision (disabled in viewport unless enabled in the render settings).
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Enable jittered soft shadows to increase shadow precision.
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Has a high performance impact as the shadow map cannot be cached and needs to be updated for each render sample.
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.. note::
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The effect isn't visible by default in the viewport. See :ref:`render settings <bpy.types.SceneEEVEE.use_shadow_jitter_viewport>`.
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.. _bpy.types.Light.shadow_jitter_overblur:
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Overblur
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@ -76,12 +81,14 @@ Absolute Resolution Limit
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Limit the resolution at 1 unit from the light origin instead of relative to the shadowed pixel.
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This makes :ref:`Resolution Limit <bpy.types.Light.shadow_maximum_resolution>` act as a regular shadow map pixel size.
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.. note::
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For example, with this option enabled, a *Resolution Limit* set to `2 * sqrt(2) / 1024` will limit the resolution to 1024px².
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The `2 * sqrt(2)` refers to the unit cube diagonal.
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.. hint::
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.. tip::
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This setting only exists for compatibility reasons. It might be removed in future versions.
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With this option enabled, the following equation can be used to set the *Resolution Limit* with a desired resolution:
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.. math::
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resolution\_limit = 2 * \sqrt{2} / resolution
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The :math:`2 * \sqrt{2}` refers to the unit cube diagonal and :math:`resolution` refers to the desired resolution (e.g. 1024px).
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.. note::
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The setting :ref:`Absolute Resolution Limit <bpy.types.Light.use_absolute_resolution>` does not exist for Sun Light.
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@ -134,4 +141,4 @@ Distance
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.. seealso::
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Global :doc:`Light Threshold </render/eevee/render_settings/shadows>`.
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Global :ref:`Light Threshold <bpy.types.SceneEEVEE.light_threshold>`.
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@ -48,10 +48,10 @@ Shadows
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=======
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- *Shadow Map Raytracing* can produce light leaking because of overlapping shadow casters.
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This can be mitigated by using lower :ref:`Size <bpy.types.SceneEEVEE.shadow_step_count>`, enabling
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:ref:`Size <bpy.types.Light.use_shadow_jitter>`, or reducing the light shape size.
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This can be mitigated by using lower :ref:`step count <bpy.types.SceneEEVEE.shadow_step_count>`, enabling
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:ref:`jitter <bpy.types.Light.use_shadow_jitter>`, or reducing the light shape size.
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- Thin objects (e.g. walls without thickness) might have light leaking on the shadowed side.
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This can be mitigated by making the object have some thickness or lowering :ref:`Size <bpy.types.Light.shadow_maximum_resolution>`.
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This can be mitigated by making the object have some thickness or lowering :ref:`Resolution Limit<bpy.types.Light.shadow_maximum_resolution>`.
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.. _eevee-limitations-volumetrics:
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@ -152,9 +152,9 @@ If a value is connected it will be used as object space thickness (i.e. scaled b
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A value of zero will disable the thickness approximation and treat the object as having only one interface.
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fclem marked this conversation as resolved
Hans Goudey
commented
Capitalize list items Capitalize list items
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.. note::
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The thickness is used to skip the inner part of the object. This means that:
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- refraction will skip objects inside this thickness distance.
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- the surface will not receive shadow from casters within the thickness distance.
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- The thickness is used to skip the inner part of the object.
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- Refraction will not refract objects inside the thickness distance.
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- Shadow casting object will not cast shadow within the thickness distance.
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.. tip::
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- For large or compound meshes (e.g. vegetation), the thickness should be set to the thickness of individual parts (e.g. leaves, grass blades).
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@ -22,7 +22,7 @@ Direct Light
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Indirect Light
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Similar to **Direct Light* but limits the maximum light intensity reflected using ray-tracing and light-probes.
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Similar to **Direct Light** but limits the maximum light intensity reflected using ray-tracing and light-probes.
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.. note::
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@ -7,7 +7,7 @@ Filter Size
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Due to limited resolution of images and computer screens, pixel filters are needed to avoid :term:`Aliasing`.
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This is achieved by slightly blurring the image to soften edges.
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This Setting controls home much the image is softened;
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This Setting controls how much the image is softened;
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lower values give more crisp renders, higher values are softer and reduce aliasing.
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Transparent
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@ -15,8 +15,8 @@ both in a movie frame and in a photograph from a real-world camera.
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.. note::
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Motion blur is only available in final renders and is not shown in the 3D Viewport
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and thus :ref:`Viewport Renders <bpy.ops.render.opengl>`.
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Motion blur is only visible in the viewport during animation playback and uses a simpler
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algorithm than final render. Same thing applies to :ref:`Viewport Renders <bpy.ops.render.opengl>`.
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Position
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Controls at what point the shutter opens in relation to the current frame.
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@ -23,6 +23,9 @@ Shadow Pool Size
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A bigger pool size allows for more shadows in the scene but might not fit into GPU memory and decreases performance.
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Increasing it might fix the *Shadow buffer full* error.
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.. seealso::
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:ref:`Shadow documentation <bpy.types.Light.shadow>`
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.. _bpy.types.SceneEEVEE.gi_irradiance_pool_size:
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Light Probes Volume Pool Size
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@ -29,6 +29,7 @@ Method
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:Screen-Trace:
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Trace ray against the screen depth buffer. Fallback to light-probes if ray exits the view.
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Resolution
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Resolution at which the ray-tracing is performed.
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Lower options will be faster and use less memory but will produce blurrier results.
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@ -43,7 +44,7 @@ Screen Tracing
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______________
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These settings control the behavior of the screen space ray-tracing.
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They are only visible if *Screen-Trace* is the chosen tracing *Method*.
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They are only visible if *Screen-Trace* is the active tracing *Method*.
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Precision
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Higher values increase precision of the screen space ray-tracing but lowers the maximum trace distance.
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@ -106,10 +107,10 @@ Step Count
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Amount of screen sample per GI ray.
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Higher values will reduce the noise amount and increase the quality.
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fclem marked this conversation as resolved
Hans Goudey
commented
`With higher step count` -> `With a higher step count`
`reflect of block` -> `reflect or block`
`loosing` -> `losing`
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.. note::
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.. tip::
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With higher step count, there is less chance to miss other surfaces that could reflect of block the light.
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This means that the Fast GI *Thickness* parameter can be tweaked to lower values without loosing too much light bounce energy.
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This means that the Fast GI *Thickness* parameters can be tweaked to lower values without loosing too much light bounce energy.
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Precision
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Higher values increase the precision of the scene intersections with the GI rays.
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@ -24,6 +24,8 @@ Samples
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Temporal Reprojection
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Reduces noise while moving the viewport or during animation playback. Can leave some ghosting.
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.. _bpy.types.SceneEEVEE.use_shadow_jitter_viewport:
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Jittered Shadows
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Enable jittered shadows on the viewport.
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Jittered shadows are always enabled for final renders.
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@ -60,7 +62,7 @@ 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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.. seealso:: :ref:`Limitations <eevee-limitations-volumetrics>`.
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.. seealso:: :ref:`Volume Limitations <eevee-limitations-volumetrics>`.
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Volumetric Shadows Steps
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Number of steps to compute volumetric shadowing.
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@ -69,5 +71,13 @@ Volumetric Shadows Steps
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Advanced
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========
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.. _bpy.types.SceneEEVEE.light_threshold:
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Light Threshold
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Minimum light intensity for a light to contribute to the lighting.
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Used to compute the distance at which to cut-off lights influence.
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Lower values improve performance.
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.. seealso::
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:ref:`Custom Distance <bpy.types.Light.use_custom_distance>` overrides this setting.
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@ -9,8 +9,6 @@ EEVEE simulates volumetric scattering by evaluating all volume objects inside th
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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 *Resolution* and *Steps* parameters.
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Object volumes have some :ref:`limitations <eevee-limitations-volumetrics>`.
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.. reference::
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:Panel: :menuselection:`Properties --> Render --> Volumetrics`
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