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Outdated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Outdated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Outdated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