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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@ -20,8 +20,7 @@ surface is visible from the camera. It then estimates the way light interacts wi
and materials using numerous algorithms.
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.
Because EEVEE uses a lot of different algorithms it has a set of
:doc:`limitations </render/eevee/limitations>`.
For these reasons, EEVEE has a set of :doc:`limitations </render/eevee/limitations/index>`.
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a lot of -> many (just a more professional style)

`a lot of` -> `many` (just a more professional style)
.. 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.
.. 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.
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In both usage -> In both usages
This is to... (missing text here)

`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.
.. seealso::
:doc:`Scene </render/eevee/scene>`.
Adjusting their resolution is done inside the :doc:`Scene data </render/eevee/scene_settings>` panel.
The world also have an internal light probe sphere which resolution can be adjusted in the *World* data panel.
.. seealso::
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The world also have -> The world also has
which resolution -> with a resolution that

`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::
@ -44,8 +42,10 @@ Falloff
Capture
=======
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.
.. note::
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
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
This representation can be very memory intensive and prevent baking if it cannot fit inside the GPU memory.
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Larger scene -> Larger scenes
or using -> or use

`Larger scene` -> `Larger scenes` `or using` -> `or use`
There are a few way to deal with this issue:
- 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.
.. tip::
@ -99,6 +99,8 @@ Bake Samples
Surfel Resolution
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quality. Have a huge -> quality, but have a huge

`quality. Have a huge` -> `quality, but have a huge`
Number of surfels to spawn in one local unit distance.
Higher values increase quality. Have a huge impact on memory usage.
.. tip::
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.
See :doc:`Light settings </render/lights/light_object>` for settings common to all renderers.
.. _bpy.types.Light.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
only where it is needed. It also includes a very efficient caching mechanism.
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:
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.
.. note::
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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Not sure why Percentage Closer Filtering is capitalized. If it's some concept, maybe it should be a link or reference instead?

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:
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.
This makes :ref:`Resolution Limit <bpy.types.Light.shadow_maximum_resolution>` act as a regular shadow map pixel size.
.. note::
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.
.. hint::
.. tip::
This setting only exists for compatibility reasons. It might be removed in future versions.
With this option enabled, the following equation can be used to set the *Resolution Limit* with a desired resolution:
.. 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::
The setting :ref:`Absolute Resolution Limit <bpy.types.Light.use_absolute_resolution>` does not exist for Sun Light.
@ -134,4 +141,4 @@ Distance
.. seealso::
Global :doc:`Light Threshold </render/eevee/render_settings/shadows>`.
Global :ref:`Light Threshold <bpy.types.SceneEEVEE.light_threshold>`.

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@ -48,10 +48,10 @@ Shadows
=======
- *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
:ref:`Size <bpy.types.Light.use_shadow_jitter>`, or reducing the light shape size.
This can be mitigated by using lower :ref:`step count <bpy.types.SceneEEVEE.shadow_step_count>`, enabling
: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.
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:

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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
A value of zero will disable the thickness approximation and treat the object as having only one interface.
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Capitalize list items

Capitalize list items
.. note::
The thickness is used to skip the inner part of the object. This means that:
- refraction will skip objects inside this thickness distance.
- the surface will not receive shadow from casters within the thickness distance.
- The thickness is used to skip the inner part of the object.
- Refraction will not refract objects inside the thickness distance.
- Shadow casting object will not cast shadow within the thickness distance.
.. 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).

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@ -22,7 +22,7 @@ Direct 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.
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Mismatched *

Mismatched *
.. note::

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@ -7,7 +7,7 @@ Filter Size
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 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.
Transparent

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@ -15,8 +15,8 @@ both in a movie frame and in a photograph from a real-world camera.
.. note::
Motion blur is only available in final renders and is not shown in the 3D Viewport
and thus :ref:`Viewport Renders <bpy.ops.render.opengl>`.
Motion blur is only visible in the viewport during animation playback and uses a simpler
algorithm than final render. Same thing applies to :ref:`Viewport Renders <bpy.ops.render.opengl>`.
Position
Controls at what point the shutter opens in relation to the current frame.

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@ -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.
Increasing it might fix the *Shadow buffer full* error.
.. seealso::
:ref:`Shadow documentation <bpy.types.Light.shadow>`
.. _bpy.types.SceneEEVEE.gi_irradiance_pool_size:
fclem marked this conversation as resolved Outdated

more irradiance grid -> more irradiance grids

`more irradiance grid` -> `more irradiance grids`
Light Probes Volume Pool Size

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@ -29,6 +29,7 @@ Method
:Screen-Trace:
Trace ray against the screen depth buffer. Fallback to light-probes if ray exits the view.
Resolution
Resolution at which the ray-tracing is performed.
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.
They are only visible if *Screen-Trace* is the chosen tracing *Method*.
They are only visible if *Screen-Trace* is the active tracing *Method*.
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but lowers -> but lower

`but lowers` -> `but lower`
Precision
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.
Higher values will reduce the noise amount and increase the quality.
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With higher step count -> With a higher step count
reflect of block -> reflect or block
loosing -> losing

`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.
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
Higher values increase the precision of the scene intersections with the GI rays.

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@ -24,6 +24,8 @@ Samples
Temporal Reprojection
Reduces noise while moving the viewport or during animation playback. Can leave some ghosting.
.. _bpy.types.SceneEEVEE.use_shadow_jitter_viewport:
Jittered Shadows
Enable jittered shadows on the viewport.
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.
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
Number of steps to compute volumetric shadowing.
@ -69,5 +71,13 @@ Volumetric Shadows Steps
Advanced
========
.. _bpy.types.SceneEEVEE.light_threshold:
Light Threshold
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.

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@ -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.
The texture dimensions can be tweaked using the *Resolution* and *Steps* parameters.
Object volumes have some :ref:`limitations <eevee-limitations-volumetrics>`.
.. reference::
:Panel: :menuselection:`Properties --> Render --> Volumetrics`