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
14 changed files with 74 additions and 79 deletions
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@ -14,10 +14,9 @@ EEVEE can be used interactively in the 3D Viewport but also produce high quality
EEVEE materials are created using the same shader nodes as Cycles, making it easy to render existing EEVEE materials are created using the same shader nodes as Cycles, making it easy to render existing
scenes. For Cycles users, this makes EEVEE work great for previewing materials in realtime. scenes. For Cycles users, this makes EEVEE work great for previewing materials in realtime.
EEVEE is a based on rasterization and is not a path tracer. EEVEE is based on rasterization and is not a path tracer.
Instead of computing each ray of light, EEVEE uses a process called rasterization to determine what Instead of computing each ray of light, rasterization determines what surface is visible from the camera.
surface is visible from the camera. It then estimates the way light interacts with these surfaces It then estimates the way light interacts with these surfaces 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.
For these reasons, EEVEE has a set of :doc:`limitations </render/eevee/limitations/index>`. For these reasons, EEVEE has a set of :doc:`limitations </render/eevee/limitations/index>`.

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@ -6,7 +6,7 @@ Introduction
Light probe objects are used by EEVEE as support objects. Light probe objects are used by EEVEE as support objects.
There are three different types of light probes. There are three different types of light probes.
Each type of light probe record the lighting at different resolution and frequency. Each type of light probe records the lighting at a different resolution and frequency.
They are used together to recover incoming light information when using ray tracing is not possible (either for performance or for technical limitations). Probes are used together to recover incoming light information when using ray tracing is not possible (either for performance or for technical limitations).
These types of objects are only useful for EEVEE (and by extension, the Material Preview mode). These types of objects are only useful for EEVEE (and by extension, the Material Preview mode).

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@ -8,15 +8,15 @@ The specular reflection direction is the only one currently available.
This type of light probe is suited to smooth planar surfaces. This type of light probe is suited to smooth planar surfaces.
Each visible planar light probes increases the render time as the scene needs to be rendered for Each visible planar light probe increases the render time as the scene needs to be rendered for
each of them. each of them.
Light probe planes only work when ray tracing method is set to `Screen-Trace`. When enabled, they Light probe planes only work when the ray tracing method is set to `Screen-Trace`. When enabled, they
accelerate the tracing process and complete the missing data from the screen space ray tracing. accelerate the tracing process and complete the missing data from the screen space ray tracing.
.. note:: .. note::
Reflections and Volumetrics are not supported inside Light probe planes. Reflections and volumetrics are not supported inside Light probe planes.
Placement Placement
@ -34,9 +34,9 @@ Alternatively you can disable the light probe visibility in the object visibilit
Distance Distance
A probe object only influences the lighting of surfaces inside its influence zone. A probe object only influences the lighting of surfaces inside its influence zone.
This influence zone is defined by the Distance parameter and object scaling. This influence zone is defined by the distance parameter and the object's scale.
For light probe planes the influence distance is the distance from the plane. For light probe planes, the influence distance is the distance from the plane.
Only surfaces whose normals are aligned with the Reflection Plane will receive the captured reflection. Only surfaces whose normals are aligned with the Reflection Plane will receive the captured reflection.
@ -44,7 +44,7 @@ Capture
======= =======
Clipping Offset Clipping Offset
Define how much below the plane the near clip is when capturing the scene. Define how far below the plane the near clip is when capturing the scene.
Increasing this can fix reflection contact problems. Increasing this can fix reflection contact problems.

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@ -6,37 +6,34 @@ Light Probe Sphere
A light probe sphere records the light incomming from many directions at a single location. A light probe sphere records the light incomming from many directions at a single location.
They are used for smooth and semi-rough reflections. They are used for smooth and semi-rough reflections.
They then smoothly blend to light probe volume lighting for completely diffuse reflections. Sphere probes smoothly blend to light probe volume lighting for completely diffuse reflections.
If *Raytracing* is turned on, they are used as a fall back if a ray misses. If *Raytracing* is turned on, they are used as a fallback if a ray misses.
.. note:: .. note::
In both usage, the light probe spheres are shadowed by light probe volume. In both usages, the light probe spheres are shadowed by light probe volume.
This is done in order to reduce light leaking in shadowed areas and reduce the need to This is done in order to reduce light leaking in shadowed areas and reduce the need to
setup more light probe spheres. setup more light probe spheres.
Adjusting their resolution is done inside the :doc:`Scene data </render/eevee/scene_settings>` panel. 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. The world also has an internal light probe sphere with a resolution that can be adjusted
in the :doc:`World data </render/eevee/world_settings>` panel.
.. seealso::
:doc:`World Settings </render/eevee/world_settings>`.
.. reference:: .. reference::
:Panel: :menuselection:`Object Data --> Probe` :Panel: :menuselection:`Object Data --> Probe`
Type Type
Select the shape of the influence volume. Can be set to Sphere or Box. Shape of the influence volume. Can be set to Sphere or Box.
Radius Radius
A probe object only influences the lighting of nearby surfaces. A probe object only influences the lighting of nearby surfaces.
This influence zone is defined by the size parameter and object scaling. This influence zone is defined by the size parameter and object scaling.
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Delete Select the, this can just describe what the property does

Delete `Select the`, this can just describe what the property does
Falloff Falloff
Percentage of the influence distance during which the influence of a probe fades linearly. Percentage of the influence distance in which the influence of a probe fades linearly.
Capture Capture
@ -62,7 +59,7 @@ By default, the influence volume is also the parallax volume.
The parallax volume is a volume on which the recorded light is projected. The parallax volume is a volume on which the recorded light is projected.
It should roughly fit it surrounding area. In some cases it may be better to It should roughly fit it surrounding area. In some cases it may be better to
adjust the parallax volume without touching the influence parameters. adjust the parallax volume without touching the influence parameters.
In this case, just enable the *Custom Parallax* and In this case, enable the *Custom Parallax* and
change the shape and radius of the parallax volume independently. change the shape and radius of the parallax volume independently.
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Remove just (doesn't really help, a bit informal/odd sounding)

Remove `just` (doesn't really help, a bit informal/odd sounding)

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@ -3,7 +3,7 @@
Light Probe Volume Light Probe Volume
****************** ******************
A volume probe records the light incomming from all directions at a many locations inside a volume. A volume probe records the light incomming from all directions at many locations inside a volume.
The light is then filtered and only the diffuse light is recorded. The light is then filtered and only the diffuse light is recorded.
The capture point positions are visible as an overlay when the Irradiance Volume object is selected. The capture point positions are visible as an overlay when the Irradiance Volume object is selected.
@ -41,8 +41,8 @@ View Bias
Can lead to view dependant result if set too high. Prefer this if camera is static. Can lead to view dependant result if set too high. Prefer this if camera is static.
Facing Bias Facing Bias
When set to zero, avoids capture points behind the shaded surface to bleed light onto When set to zero, avoids capturing points behind the shaded surface to bleed light onto
the shaded surface, but this produces non-smooth interpolation when the capture resolution is high. the shaded surface. This produces non-smooth interpolation when the capture resolution is high.
Increasing this bias will make the interpolation smoother but also introduce some light bleeding. Increasing this bias will make the interpolation smoother but also introduce some light bleeding.
@ -50,7 +50,7 @@ Validity & Dilation
=================== ===================
During the baking process, a validity score is assigned to each capture point. During the baking process, a validity score is assigned to each capture point.
This score is based on the number of back-face was hit when capturing the incoming lighting. This score is based on the number of back-faces hit when capturing the incoming lighting.
Only materials with *Single Sided* turned on for Light Probe Volumes will reduce the validity score. Only materials with *Single Sided* turned on for Light Probe Volumes will reduce the validity score.
Validity Threshold Validity Threshold
@ -77,11 +77,11 @@ between blender files.
Baking uses the render visibility of the objects in the scene. Baking uses the render visibility of the objects in the scene.
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prevent -> prevents

`prevent` -> `prevents`
During baking, the scene is converted into a different representation to accelerate light transport. During baking, the scene is converted into a different representation to accelerate light transport.
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 prevents baking if it cannot fit inside the GPU memory.
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 scenes should be divided into smaller sections or use different level of details.
- Reduce *Surfel Resolution*. - 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::
@ -90,7 +90,7 @@ There are a few way to deal with this issue:
Resolution Resolution
Spatial resolution for volumetric light probes is determined per probe. Spatial resolution for volumetric light probes is determined per probe.
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light sample -> light samples

`light sample` -> `light samples`
The local volume is divided into a regular grid of the specified dimensions. The local volume is divided into a regular grid of the specified dimensions.
Irradiance light sample will be computed for each cell in this grid. The lighting will be captured for each cell in this grid.
Bake Samples Bake Samples
Number of ray directions to evaluate when baking. Number of ray directions to evaluate when baking.
@ -98,7 +98,7 @@ Bake Samples
Surfel Resolution 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. 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, but have a huge impact on memory usage.
.. tip:: .. tip::
A good value is twice the maximum *Resolution*. A good value is twice the maximum *Resolution*.
@ -127,12 +127,12 @@ Clamping
Clamp Direct Clamp Direct
Clamp incoming direct light. 0.0 disables direct light clamping. Clamp incoming direct light. 0.0 disables direct light clamping.
Here direct light refers to the light that bounces only once (from light object) Here direct light refers to the light that bounces only once (from the light object)
or coming from emissive materials. or light coming from emissive materials.
Clamp Indirect Clamp Indirect
Clamp incoming indirect light. 0.0 disables indirect light clamping. Clamp incoming indirect light. 0.0 disables indirect light clamping.
Here indirect light refers to the light that bounces off a surface after the first bounce (from light object) Here indirect light refers to the light that bounces off a surface after the first bounce (from the light object)
or during the first bounce if the light comes from emissive materials. or during the first bounce if the light comes from emissive materials.
.. tip:: .. tip::
@ -143,9 +143,10 @@ Clamp Indirect
Offset Offset
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location. First by -> location, first by

`location. First by` -> `location, first by`
====== ======
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not so far bellow -> not too far below

`not so far bellow` -> `not too far below`
In order to reduce artifacts caused by bad capture points positioning, the bake process will adjust their location. In order to reduce artifacts caused by bad capture point positioning,
First by moving them slightly away from surrounding surfaces, avoiding banding artifacts. the bake process adjusts their location before capturing light.
It also tries to move them out of objects if they are not so far bellow the surface. It moves the capture points slightly away from surrounding surfaces and tries to move them out of objects
if they are not too far bellow the surface.
Surface Offset Surface Offset
Distance to move the capture points away from surfaces. Distance to move the capture points away from surfaces.

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@ -8,7 +8,7 @@ Light Settings
:Panel: :menuselection:`Properties --> Light` :Panel: :menuselection:`Properties --> Light`
:menuselection:`Shader Editor --> Sidebar --> Options` :menuselection:`Shader Editor --> Sidebar --> Options`
Next to lighting from the background and any object with an emission shader, Besides lighting from the background and materials with emission shaders,
lights are another way to add light into the scene. lights are another way to add light into the scene.
The difference is that they are not directly visible in the rendered image, The difference is that they are not directly visible in the rendered image,
and can be more easily managed as objects of their own type. and can be more easily managed as objects of their own type.
@ -27,7 +27,7 @@ This technique offers better performance than ray tracing and is compatible
with any :ref:`Render Method <bpy.types.Material.render_method>`. with any :ref:`Render Method <bpy.types.Material.render_method>`.
.. tip:: .. tip::
- The error message *Shadow buffer full* means that the system cannot allocate more shadow memory. - The error message *Shadow buffer full* means that the system cannot allocate enough shadow memory.
Increasing the :ref:`Shadow Pool Size <bpy.types.SceneEEVEE.shadow_pool_size>` or Increasing the :ref:`Shadow Pool Size <bpy.types.SceneEEVEE.shadow_pool_size>` or
the :ref:`Resolution Limit <bpy.types.Light.shadow_maximum_resolution>` on some lights the :ref:`Resolution Limit <bpy.types.Light.shadow_maximum_resolution>` on some lights
can fix the issue. Otherwise, the only workaround is to disable shadow casting on some lights. can fix the issue. Otherwise, the only workaround is to disable shadow casting on some lights.
@ -57,7 +57,7 @@ Overblur
.. _bpy.types.Light.shadow_filter_radius: .. _bpy.types.Light.shadow_filter_radius:
Filter Filter
Blur shadow aliasing using Percentage Closer Filtering with a circular kernel. Blur shadow aliasing using :abbr:`PCF (Percentage Closer Filtering)` with a circular kernel.
The effective world scale of the filter depends on the shadow map resolution at the shadowed pixel position. The effective world scale of the filter depends on the shadow map resolution at the shadowed pixel position.
.. note:: .. note::
@ -67,7 +67,7 @@ Filter
Resolution Limit Resolution Limit
Minimum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality. Minimum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.
Higher values also speed-up rendering of heavy scene. Higher values also speed-up rendering of heavy scenes.
Each shadow is scaled depending on the shadowed pixel on screen. This can create very sharp shadows Each shadow is scaled depending on the shadowed pixel on screen. This can create very sharp shadows
but also requires a lot of memory if the shadowed pixel is close to the camera. but also requires a lot of memory if the shadowed pixel is close to the camera.
This property limits the maximum amount of detail that the shadow map can capture. This property limits the maximum amount of detail that the shadow map can capture.

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@ -25,7 +25,7 @@ Cameras
Lights Lights
====== ======
- For now lights can only have one color and do not support light node trees. - Lights can only have one color and do not support light node trees.
- Unlike in Cycles, the :ref:`Size <bpy.types.SpotLight.shadow_soft_size>` of spot lights does not change the softness of the cone. - Unlike in Cycles, the :ref:`Size <bpy.types.SpotLight.shadow_soft_size>` of spot lights does not change the softness of the cone.
- The area light :ref:`Beam spread <bpy.types.SpotLight.spot_size>` option is not supported. - The area light :ref:`Beam spread <bpy.types.SpotLight.spot_size>` option is not supported.

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@ -60,7 +60,7 @@ Displacement Type
This only modifies the shading normal of the object. Vertex position is not affected. This only modifies the shading normal of the object. Vertex position is not affected.
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and fallback to -> and falls back to

`and fallback to` -> `and falls back to`
:Displacement Only: :Displacement Only:
This mode is not supported and fallback to *Displacement and Bump*. This mode is not supported and falls back to *Displacement and Bump*.
:Displacement and Bump: :Displacement and Bump:
Combination of true displacement and bump mapping for finer details. Combination of true displacement and bump mapping for finer details.
@ -118,17 +118,18 @@ Sorting Problem
--------------- ---------------
When using *Blended* render method, the order in which the color blending happens is important as it When using *Blended* render method, the order in which the color blending happens is important as it
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As of now can be removed, the documentation should always just refer to the current state/version

`As of now` can be removed, the documentation should always just refer to the current state/version
can change the final output color. As of now EEVEE does not support per-fragment (pixel) sorting or per-triangle sorting. can change the final output color. EEVEE does not support per-fragment (pixel) sorting or per-triangle sorting.
Only per-object sorting is available and is automatically done on all transparent surfaces based on object origin. Only per-object sorting is available and is automatically done on all transparent surfaces based on object origin.
Opaque surfaces (i.e. that have no transparency) will still have correct sorting regardless of the render method. Opaque surfaces (i.e. that have no transparency) will still have correct sorting regardless of the render method.
.. tip:: .. tip::
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How about mentioning the Sort Elements geometry node here too? ;)

How about mentioning the `Sort Elements` geometry node here too? ;)
Face order can be adjusted in edit mode by using :doc:`sort element </modeling/meshes/editing/mesh/sort_elements>`. Face order can be adjusted in edit mode by using :doc:`sort element </modeling/meshes/editing/mesh/sort_elements>`
or using :doc:`geometry node </modeling/geometry_nodes/geometry/operations/sort_elements>`.
.. note:: .. note::
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these objects -> objects

`these objects` -> `objects`
Per-object sorting has a performance cost and having thousands of Per-object sorting has a performance cost and having thousands of
these objects in a scene will greatly degrade performance. objects in a scene will greatly degrade performance.
.. _bpy.types.Material.use_transparency_overlap: .. _bpy.types.Material.use_transparency_overlap:
@ -147,7 +148,7 @@ Thickness
This feature is used to approximate the inner geometry structure of the object without heavy computation. This feature is used to approximate the inner geometry structure of the object without heavy computation.
This is currently used for Subsurface, Translucent BSDF, Refraction BSDF and the nodes containing them. This is currently used for Subsurface, Translucent BSDF, Refraction BSDF and the nodes containing them.
If no value is plugged into the output node, then a default thickness based on the smallest dimension of the object is computed. If no value is plugged into the output node, a default thickness based on the smallest dimension of the object is computed.
If a value is connected it will be used as object space thickness (i.e. scaled by object transform). If a value is connected it will be used as object space thickness (i.e. scaled by object transform).
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.
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Capitalize list items

Capitalize list items

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@ -26,7 +26,7 @@ Indirect Light
.. note:: .. note::
These options provides a way to limit :term:`Fireflies` and :term:`Aliasing` of highly reflective surfaces and dense volumes. These options provide a way to limit :term:`Fireflies` and :term:`Aliasing` of highly reflective surfaces and dense volumes.
However, note that as you clamp out such values, other bright lights will be dimmed as well. However, note that as you clamp out such values, other bright lights will be dimmed as well.
Care must be taken when using this setting to find a balance between mitigating fireflies and Care must be taken when using this setting to find a balance between mitigating fireflies and

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@ -29,7 +29,7 @@ Shadow Pool Size
.. _bpy.types.SceneEEVEE.gi_irradiance_pool_size: .. _bpy.types.SceneEEVEE.gi_irradiance_pool_size:
Light Probes Volume Pool Size Light Probes Volume Pool Size
A bigger pool size allows for more irradiance grid in the scene but might not fit into GPU memory and decreases performance. A bigger pool size allows for more irradiance grids in the scene but might not fit into GPU memory and decreases performance.
Viewport Viewport

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@ -24,7 +24,7 @@ Method
:Light Probe: :Light Probe:
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This option is has -> This option has
but rely -> but relies

`This option is has` -> `This option has` `but rely` -> `but relies`
Use light-probe spheres and planes to find scene intersection. Use light-probe spheres and planes to find scene intersection.
This option is has the lowest tracing cost but rely on manually placed light-probes. This option has the lowest tracing cost but relies on manually placed light-probes.
: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.
@ -47,7 +47,7 @@ These settings control the behavior of the screen space ray-tracing.
They are only visible if *Screen-Trace* is the active tracing *Method*. They are only visible if *Screen-Trace* is the active tracing *Method*.
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 lower the maximum trace distance.
Increased precision also increases performance cost. Increased precision also increases performance cost.
Thickness Thickness
@ -58,17 +58,17 @@ Thickness
Denoising Denoising
_________ _________
Denoising can be enabled to reduce the noise amount from the raw ray-traced output. Denoising can be enabled to reduce the amount of noise from the raw ray-traced output.
This can help image stability but will also over blur the final ray-traced output. This can help image stability but will also over-blur the final ray-traced output.
Spatial Reuse Spatial Reuse
Reuse the rays from neighbor pixels. Reuse the rays from neighbor pixels.
Can introduce some light leaks across surfaces. Can introduce some light leaks across surfaces.
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last ray tracing results -> the last ray tracing results
introduce a lot of color bias -> introduces color bias
making render converge -> making renders converge

`last ray tracing results` -> `the last ray tracing results` `introduce a lot of color bias` -> `introduces color bias` `making render converge` -> `making renders converge`
Temporal Accumulation Temporal Accumulation
Accumulate samples by re-projecting last ray tracing results. Accumulate samples by re-projecting the last ray tracing results.
This removes :term:`Fireflies` but also introduce a lot of color bias. This removes :term:`Fireflies` but also introduces color bias.
Useful for viewport temporal stability or making render converge faster. Useful for viewport temporal stability or making renders converge faster.
Bilateral Filter Bilateral Filter
Blur the resolved ray-traced output using a bilateral filter. Blur the resolved ray-traced output using a bilateral filter.
@ -77,16 +77,14 @@ Bilateral Filter
Fast GI Approximation Fast GI Approximation
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Remove This

Remove `This`
_____________________ _____________________
This Fast GI Approximation is a fallback to the ray-tracing pipeline for Fast GI Approximation is a fallback to the ray-tracing pipeline for
:abbr:`BSDF (Bidirectional Scattering Distribution Function)` with high roughness. :abbr:`BSDF (Bidirectional Scattering Distribution Function)` with high roughness.
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Will inherit what?

Will inherit what?
It produces less noisy output and capture bounce lighting more efficiently than individually traced rays. It produces a less noisy output and captures bounce lighting more efficiently than individually traced rays.
This is currently implemented as a screen space effect and will inherit. This is currently implemented as a screen space effect and will inherit all associated :ref:`limitations <eevee-limitations-screenspace>`.
.. seealso:: :ref:`Limitations <eevee-limitations-screenspace>`.
Method Method
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the methods -> the method

`the methods` -> `the method`
Determine the methods used to compute the fast GI approximation. Determine the method used to compute the fast GI approximation.
:Ambient Occlusion: :Ambient Occlusion:
Use scene intersections to shadow the distant lighting from light-probes. Use scene intersections to shadow the distant lighting from light-probes.
@ -100,17 +98,17 @@ Resolution
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.
Ray Count Ray Count
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Amount of GI ray per pixels -> Number of GI rays per pixel

`Amount of GI ray per pixels` -> `Number of GI rays per pixel`
Amount of GI ray per pixels at the specified *Resolution*. Number of GI rays per pixel at the specified *Resolution*.
Higher values will reduce noise. Higher values will reduce noise.
Step Count Step Count
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Amount of screen sample -> Number of screen samples

`Amount of screen sample` -> `Number of screen samples`
Amount of screen sample per GI ray. Number of screen samples 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.
.. tip:: .. tip::
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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`
With higher step count, there is less chance to miss other surfaces that could reflect of block the light. With a higher step count, there is less chance to miss other surfaces that could reflect or block the light.
This means that the Fast GI *Thickness* parameters 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 losing 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.

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@ -47,13 +47,13 @@ Shadows
.. _bpy.types.SceneEEVEE.shadow_ray_count: .. _bpy.types.SceneEEVEE.shadow_ray_count:
Shadow Rays Count Shadow Rays Count
Amount of shadow rays to trace for each light. Number of rays to trace for each light.
Higher values reduces the noise caused by random shadow sampling. Higher values reduces the noise caused by random shadow sampling.
.. _bpy.types.SceneEEVEE.shadow_step_count: .. _bpy.types.SceneEEVEE.shadow_step_count:
Shadow Steps Count Shadow Steps Count
Amount of shadow map sample per shadow ray. Number of shadow map sample per shadow ray.
Higher step count results in softer shadows but have a higher cost. Higher step count results in softer shadows but have a higher cost.
.. _bpy.types.SceneEEVEE.volumetric_shadow: .. _bpy.types.SceneEEVEE.volumetric_shadow:

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@ -21,7 +21,7 @@ Steps
These samples are distributed along the view depth (view Z axis). These samples are distributed along the view depth (view Z axis).
Distribution Distribution
Blend between linear and exponential sample distribution. Higher values puts more samples near the camera. Blend between linear and exponential sample distribution. Higher values put more samples near the camera.
Max Depth Max Depth
Maximum surface intersection count used by accurate volume intersection method. Maximum surface intersection count used by accurate volume intersection method.
@ -31,10 +31,10 @@ Max Depth
Custom Range Custom Range
============ ============
When working with volumes objects, EEVEE automatically compute the best depth range where to compute When working with volume objects, EEVEE automatically computes the best depth range where to compute
the volume sampling and lighting. the volume sampling and lighting.
In certain situation, this isn't enough and produces sub-optimal sampling which increases noise. In certain situations, this isn't enough and produces sub-optimal sampling which increases noise.
This is particularly the case when using a volume shader inside the *World* or when working with large of volume objects. This is particularly the case when using a volume shader inside the *World* or when working with large number of volume objects.
The custom depth range can be enabled to restrict the computation of volumes to a certain range along the camera depth and thus increase precision. The custom depth range can be enabled to restrict the computation of volumes to a certain range along the camera depth and thus increase precision.
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In certain situation -> In certain situations

`In certain situation` -> `In certain situations`
Start Start

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@ -6,7 +6,7 @@ World Settings
The world environment can emit light, ranging from a single solid color The world environment can emit light, ranging from a single solid color
to arbitrary textures. to arbitrary textures.
In EEVEE, the world lighting contribution is stored into internal :ref:`Light Probe`. In EEVEE, the world lighting contribution is stored into an internal :doc:`Light Probe </render/eevee/light_probes/index>`.
This makes the lighting less precise than Cycles. This makes the lighting less precise than Cycles.
Mist Pass Mist Pass
@ -83,8 +83,8 @@ Resolution
Sun Sun
--- ---
EEVEE can separate the light from intense light sources (e.g. a sun from an outdoor HDRI) and EEVEE can separate the light from intense light sources (e.g. a sun from an outdoor :abbr:`HDRI (High Dynamic Range Imaging)`) and
replace them by a sun light. This increases the quality of the lighting as the internal light probes replace them with a sun light. This increases the quality of the lighting as the internal light probes
alone cannot reproduce this type of lighting with enough precision. alone cannot reproduce this type of lighting with enough precision.
Threshold Threshold
@ -94,8 +94,7 @@ Threshold
A value of zero will disable this feature and all lighting will be stored inside the internal light probes. A value of zero will disable this feature and all lighting will be stored inside the internal light probes.
Angle Angle
Angle of the extracted sun light. Angular diameter of the extracted sun light as seen from the Earth.
Angular diameter of the Sun as seen from the Earth
Use Shadow Use Shadow
Enable shadow casting on the extracted sun light. Enable shadow casting on the extracted sun light.