EEVEE-Next: Update Documentation #104816
@ -14,10 +14,9 @@ EEVEE can be used interactively in the 3D Viewport but also produce high quality
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EEVEE materials are created using the same shader nodes as Cycles, making it easy to render existing
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scenes. For Cycles users, this makes EEVEE work great for previewing materials in realtime.
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EEVEE is a based on rasterization and is not a path tracer.
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Instead of computing each ray of light, EEVEE uses a process called rasterization to determine what
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surface is visible from the camera. It then estimates the way light interacts with these surfaces
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and materials using numerous algorithms.
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EEVEE is based on rasterization and is not a path tracer.
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Instead of computing each ray of light, rasterization determines what surface is visible from the camera.
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It then estimates the way light interacts with these surfaces 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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For these reasons, EEVEE has a set of :doc:`limitations </render/eevee/limitations/index>`.
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@ -6,7 +6,7 @@ Introduction
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Light probe objects are used by EEVEE as support objects.
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There are three different types of light probes.
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Each type of light probe record the lighting at different resolution and frequency.
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They are used together to recover incoming light information when using ray tracing is not possible (either for performance or for technical limitations).
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Each type of light probe records the lighting at a different resolution and frequency.
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Probes are used together to recover incoming light information when using ray tracing is not possible (either for performance or for technical limitations).
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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.
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This type of light probe is suited to smooth planar surfaces.
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Each visible planar light probes increases the render time as the scene needs to be rendered for
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Each visible planar light probe increases the render time as the scene needs to be rendered for
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each of them.
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Light probe planes only work when ray tracing method is set to `Screen-Trace`. When enabled, they
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Light probe planes only work when the ray tracing method is set to `Screen-Trace`. When enabled, they
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accelerate the tracing process and complete the missing data from the screen space ray tracing.
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.. note::
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Reflections and Volumetrics are not supported inside Light probe planes.
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Reflections and volumetrics are not supported inside Light probe planes.
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Placement
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@ -34,9 +34,9 @@ Alternatively you can disable the light probe visibility in the object visibilit
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Distance
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A probe object only influences the lighting of surfaces inside its influence zone.
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This influence zone is defined by the Distance parameter and object scaling.
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This influence zone is defined by the distance parameter and the object's scale.
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For light probe planes the influence distance is the distance from the plane.
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For light probe planes, the influence distance is the distance from the plane.
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Only surfaces whose normals are aligned with the Reflection Plane will receive the captured reflection.
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@ -44,7 +44,7 @@ Capture
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=======
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Clipping Offset
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Define how much below the plane the near clip is when capturing the scene.
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Define how far below the plane the near clip is when capturing the scene.
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Increasing this can fix reflection contact problems.
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@ -6,37 +6,34 @@ Light Probe Sphere
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A light probe sphere records the light incomming from many directions at a single location.
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They are used for smooth and semi-rough reflections.
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They then smoothly blend to light probe volume lighting for completely diffuse reflections.
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Sphere probes smoothly blend to light probe volume lighting for completely diffuse reflections.
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If *Raytracing* is turned on, they are used as a fallback 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.
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In both usages, 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 :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 Settings </render/eevee/world_settings>`.
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The world also has an internal light probe sphere with a resolution that can be adjusted
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in the :doc:`World data </render/eevee/world_settings>` panel.
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.. reference::
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:Panel: :menuselection:`Object Data --> Probe`
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Type
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Select the shape of the influence volume. Can be set to Sphere or Box.
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Shape of the influence volume. Can be set to Sphere or Box.
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Radius
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A probe object only influences the lighting of nearby surfaces.
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This influence zone is defined by the size parameter and object scaling.
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fclem marked this conversation as resolved
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Falloff
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Percentage of the influence distance during which the influence of a probe fades linearly.
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Percentage of the influence distance in which the influence of a probe fades linearly.
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Capture
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@ -62,7 +59,7 @@ By default, the influence volume is also the parallax volume.
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The parallax volume is a volume on which the recorded light is projected.
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It should roughly fit it surrounding area. In some cases it may be better to
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adjust the parallax volume without touching the influence parameters.
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In this case, just enable the *Custom Parallax* and
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In this case, enable the *Custom Parallax* and
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change the shape and radius of the parallax volume independently.
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fclem marked this conversation as resolved
Hans Goudey
commented
Remove Remove `just` (doesn't really help, a bit informal/odd sounding)
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@ -3,7 +3,7 @@
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Light Probe Volume
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******************
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A volume probe records the light incomming from all directions at a many locations inside a volume.
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A volume probe records the light incomming from all directions at many locations inside a volume.
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The light is then filtered and only the diffuse light is recorded.
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The capture point positions are visible as an overlay when the Irradiance Volume object is selected.
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@ -41,8 +41,8 @@ View Bias
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Can lead to view dependant result if set too high. Prefer this if camera is static.
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Facing Bias
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When set to zero, avoids capture points behind the shaded surface to bleed light onto
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the shaded surface, but this produces non-smooth interpolation when the capture resolution is high.
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When set to zero, avoids capturing points behind the shaded surface to bleed light onto
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the shaded surface. This produces non-smooth interpolation when the capture resolution is high.
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Increasing this bias will make the interpolation smoother but also introduce some light bleeding.
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@ -50,7 +50,7 @@ Validity & Dilation
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===================
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During the baking process, a validity score is assigned to each capture point.
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This score is based on the number of back-face was hit when capturing the incoming lighting.
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This score is based on the number of back-faces hit when capturing the incoming lighting.
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Only materials with *Single Sided* turned on for Light Probe Volumes will reduce the validity score.
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Validity Threshold
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@ -77,9 +77,9 @@ between blender files.
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Baking uses the render visibility of the objects in the scene.
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fclem marked this conversation as resolved
Hans Goudey
commented
`prevent` -> `prevents`
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During baking, the scene is converted into a different representation to accelerate light transport.
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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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This representation can be very memory intensive and prevents 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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- Larger scenes should be divided into smaller sections or use different level of details.
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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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@ -90,7 +90,7 @@ There are a few way to deal with this issue:
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Resolution
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Spatial resolution for volumetric light probes is determined per probe.
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fclem marked this conversation as resolved
Hans Goudey
commented
`light sample` -> `light samples`
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The local volume is divided into a regular grid of the specified dimensions.
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Irradiance light sample will be computed for each cell in this grid.
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The lighting will be captured for each cell in this grid.
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Bake Samples
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Number of ray directions to evaluate when baking.
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@ -98,7 +98,7 @@ Bake Samples
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Surfel Resolution
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fclem marked this conversation as resolved
Hans Goudey
commented
`quality. Have a huge` -> `quality, but have a huge`
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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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Higher values increase quality, but 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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@ -127,12 +127,12 @@ Clamping
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Clamp Direct
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Clamp incoming direct light. 0.0 disables direct light clamping.
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Here direct light refers to the light that bounces only once (from light object)
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or coming from emissive materials.
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Here direct light refers to the light that bounces only once (from the light object)
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or light coming from emissive materials.
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Clamp Indirect
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Clamp incoming indirect light. 0.0 disables indirect light clamping.
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Here indirect light refers to the light that bounces off a surface after the first bounce (from light object)
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Here indirect light refers to the light that bounces off a surface after the first bounce (from the light object)
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or during the first bounce if the light comes from emissive materials.
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.. tip::
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@ -143,9 +143,10 @@ Clamp Indirect
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Offset
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fclem marked this conversation as resolved
Hans Goudey
commented
`location. First by` -> `location, first by`
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======
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fclem marked this conversation as resolved
Hans Goudey
commented
`not so far bellow` -> `not too far below`
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In order to reduce artifacts caused by bad capture points positioning, the bake process will adjust their location.
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First by moving them slightly away from surrounding surfaces, avoiding banding artifacts.
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It also tries to move them out of objects if they are not so far bellow the surface.
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In order to reduce artifacts caused by bad capture point positioning,
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the bake process adjusts their location before capturing light.
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It moves the capture points slightly away from surrounding surfaces and tries to move them out of objects
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if they are not too far bellow the surface.
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Surface Offset
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Distance to move the capture points away from surfaces.
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@ -8,7 +8,7 @@ Light Settings
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:Panel: :menuselection:`Properties --> Light`
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:menuselection:`Shader Editor --> Sidebar --> Options`
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Next to lighting from the background and any object with an emission shader,
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Besides lighting from the background and materials with emission shaders,
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lights are another way to add light into the scene.
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The difference is that they are not directly visible in the rendered image,
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and can be more easily managed as objects of their own type.
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@ -27,7 +27,7 @@ This technique offers better performance than ray tracing and is compatible
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with any :ref:`Render Method <bpy.types.Material.render_method>`.
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.. tip::
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- The error message *Shadow buffer full* means that the system cannot allocate more shadow memory.
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- The error message *Shadow buffer full* means that the system cannot allocate enough shadow memory.
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Increasing the :ref:`Shadow Pool Size <bpy.types.SceneEEVEE.shadow_pool_size>` or
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the :ref:`Resolution Limit <bpy.types.Light.shadow_maximum_resolution>` on some lights
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can fix the issue. Otherwise, the only workaround is to disable shadow casting on some lights.
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@ -57,7 +57,7 @@ Overblur
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.. _bpy.types.Light.shadow_filter_radius:
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Filter
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Blur shadow aliasing using Percentage Closer Filtering with a circular kernel.
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Blur shadow aliasing using :abbr:`PCF (Percentage Closer Filtering)` with a circular kernel.
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The effective world scale of the filter depends on the shadow map resolution at the shadowed pixel position.
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.. note::
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@ -67,7 +67,7 @@ Filter
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Resolution Limit
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Minimum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.
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Higher values also speed-up rendering of heavy scene.
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Higher values also speed-up rendering of heavy scenes.
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Each shadow is scaled depending on the shadowed pixel on screen. This can create very sharp shadows
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but also requires a lot of memory if the shadowed pixel is close to the camera.
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This property limits the maximum amount of detail that the shadow map can capture.
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@ -25,7 +25,7 @@ Cameras
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Lights
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======
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- For now lights can only have one color and do not support light node trees.
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- Lights can only have one color and do not support light node trees.
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- Unlike in Cycles, the :ref:`Size <bpy.types.SpotLight.shadow_soft_size>` of spot lights does not change the softness of the cone.
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- 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
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This only modifies the shading normal of the object. Vertex position is not affected.
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fclem marked this conversation as resolved
Hans Goudey
commented
`and fallback to` -> `and falls back to`
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:Displacement Only:
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This mode is not supported and fallback to *Displacement and Bump*.
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This mode is not supported and falls back to *Displacement and Bump*.
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:Displacement and Bump:
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Combination of true displacement and bump mapping for finer details.
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@ -118,17 +118,18 @@ Sorting Problem
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---------------
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When using *Blended* render method, the order in which the color blending happens is important as it
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fclem marked this conversation as resolved
Hans Goudey
commented
`As of now` can be removed, the documentation should always just refer to the current state/version
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can change the final output color. As of now EEVEE does not support per-fragment (pixel) sorting or per-triangle sorting.
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can change the final output color. EEVEE does not support per-fragment (pixel) sorting or per-triangle sorting.
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Only per-object sorting is available and is automatically done on all transparent surfaces based on object origin.
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Opaque surfaces (i.e. that have no transparency) will still have correct sorting regardless of the render method.
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.. tip::
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fclem marked this conversation as resolved
Hans Goudey
commented
How about mentioning the How about mentioning the `Sort Elements` geometry node here too? ;)
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Face order can be adjusted in edit mode by using :doc:`sort element </modeling/meshes/editing/mesh/sort_elements>`.
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Face order can be adjusted in edit mode by using :doc:`sort element </modeling/meshes/editing/mesh/sort_elements>`
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or using :doc:`geometry node </modeling/geometry_nodes/geometry/operations/sort_elements>`.
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.. note::
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fclem marked this conversation as resolved
Hans Goudey
commented
`these objects` -> `objects`
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Per-object sorting has a performance cost and having thousands of
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these objects in a scene will greatly degrade performance.
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objects in a scene will greatly degrade performance.
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.. _bpy.types.Material.use_transparency_overlap:
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@ -147,7 +148,7 @@ Thickness
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This feature is used to approximate the inner geometry structure of the object without heavy computation.
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This is currently used for Subsurface, Translucent BSDF, Refraction BSDF and the nodes containing them.
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If no value is plugged into the output node, then a default thickness based on the smallest dimension of the object is computed.
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If no value is plugged into the output node, a default thickness based on the smallest dimension of the object is computed.
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If a value is connected it will be used as object space thickness (i.e. scaled by object transform).
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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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@ -26,7 +26,7 @@ Indirect Light
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.. note::
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These options provides a way to limit :term:`Fireflies` and :term:`Aliasing` of highly reflective surfaces and dense volumes.
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These options provide a way to limit :term:`Fireflies` and :term:`Aliasing` of highly reflective surfaces and dense volumes.
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However, note that as you clamp out such values, other bright lights will be dimmed as well.
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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
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.. _bpy.types.SceneEEVEE.gi_irradiance_pool_size:
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Light Probes Volume Pool Size
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A bigger pool size allows for more irradiance grid in the scene but might not fit into GPU memory and decreases performance.
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A bigger pool size allows for more irradiance grids in the scene but might not fit into GPU memory and decreases performance.
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Viewport
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@ -24,7 +24,7 @@ Method
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:Light Probe:
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fclem marked this conversation as resolved
Hans Goudey
commented
`This option is has` -> `This option has`
`but rely` -> `but relies`
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Use light-probe spheres and planes to find scene intersection.
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This option is has the lowest tracing cost but rely on manually placed light-probes.
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This option has the lowest tracing cost but relies on manually placed light-probes.
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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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@ -47,7 +47,7 @@ These settings control the behavior of the screen space ray-tracing.
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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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Higher values increase precision of the screen space ray-tracing but lower the maximum trace distance.
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Increased precision also increases performance cost.
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Thickness
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@ -58,17 +58,17 @@ Thickness
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Denoising
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_________
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Denoising can be enabled to reduce the noise amount from the raw ray-traced output.
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This can help image stability but will also over blur the final ray-traced output.
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Denoising can be enabled to reduce the amount of noise from the raw ray-traced output.
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This can help image stability but will also over-blur the final ray-traced output.
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Spatial Reuse
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Reuse the rays from neighbor pixels.
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Can introduce some light leaks across surfaces.
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fclem marked this conversation as resolved
Hans Goudey
commented
`last ray tracing results` -> `the last ray tracing results`
`introduce a lot of color bias` -> `introduces color bias`
`making render converge` -> `making renders converge`
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Temporal Accumulation
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Accumulate samples by re-projecting last ray tracing results.
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This removes :term:`Fireflies` but also introduce a lot of color bias.
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Useful for viewport temporal stability or making render converge faster.
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Accumulate samples by re-projecting the last ray tracing results.
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This removes :term:`Fireflies` but also introduces color bias.
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Useful for viewport temporal stability or making renders converge faster.
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Bilateral Filter
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Blur the resolved ray-traced output using a bilateral filter.
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@ -77,16 +77,14 @@ Bilateral Filter
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Fast GI Approximation
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fclem marked this conversation as resolved
Hans Goudey
commented
Remove Remove `This`
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_____________________
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This Fast GI Approximation is a fallback to the ray-tracing pipeline for
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Fast GI Approximation is a fallback to the ray-tracing pipeline for
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:abbr:`BSDF (Bidirectional Scattering Distribution Function)` with high roughness.
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fclem marked this conversation as resolved
Hans Goudey
commented
Will inherit what? Will inherit what?
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It produces less noisy output and capture bounce lighting more efficiently than individually traced rays.
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It produces a less noisy output and captures bounce lighting more efficiently than individually traced rays.
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This is currently implemented as a screen space effect and will inherit.
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.. seealso:: :ref:`Limitations <eevee-limitations-screenspace>`.
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This is currently implemented as a screen space effect and will inherit all associated :ref:`limitations <eevee-limitations-screenspace>`.
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Method
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fclem marked this conversation as resolved
Hans Goudey
commented
`the methods` -> `the method`
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Determine the methods used to compute the fast GI approximation.
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Determine the method used to compute the fast GI approximation.
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:Ambient Occlusion:
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Use scene intersections to shadow the distant lighting from light-probes.
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@ -100,17 +98,17 @@ Resolution
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Lower options will be faster and use less memory but will produce blurrier results.
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Ray Count
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fclem marked this conversation as resolved
Hans Goudey
commented
`Amount of GI ray per pixels` -> `Number of GI rays per pixel`
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Amount of GI ray per pixels at the specified *Resolution*.
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Number of GI rays per pixel at the specified *Resolution*.
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Higher values will reduce noise.
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Step Count
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fclem marked this conversation as resolved
Hans Goudey
commented
`Amount of screen sample` -> `Number of screen samples`
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Amount of screen sample per GI ray.
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Number of screen samples per GI ray.
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Higher values will reduce the noise amount and increase the quality.
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.. tip::
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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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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* parameters can be tweaked to lower values without loosing too much light bounce energy.
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With a higher step count, there is less chance to miss other surfaces that could reflect or block the light.
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This means that the Fast GI *Thickness* parameters can be tweaked to lower values without losing 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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@ -47,13 +47,13 @@ Shadows
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.. _bpy.types.SceneEEVEE.shadow_ray_count:
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Shadow Rays Count
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Amount of shadow rays to trace for each light.
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Number of rays to trace for each light.
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Higher values reduces the noise caused by random shadow sampling.
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.. _bpy.types.SceneEEVEE.shadow_step_count:
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Shadow Steps Count
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Amount of shadow map sample per shadow ray.
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Number of shadow map sample per shadow ray.
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Higher step count results in softer shadows but have a higher cost.
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.. _bpy.types.SceneEEVEE.volumetric_shadow:
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@ -21,7 +21,7 @@ Steps
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These samples are distributed along the view depth (view Z axis).
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Distribution
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Blend between linear and exponential sample distribution. Higher values puts more samples near the camera.
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Blend between linear and exponential sample distribution. Higher values put more samples near the camera.
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Max Depth
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Maximum surface intersection count used by accurate volume intersection method.
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@ -31,10 +31,10 @@ Max Depth
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Custom Range
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============
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When working with volumes objects, EEVEE automatically compute the best depth range where to compute
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When working with volume objects, EEVEE automatically computes the best depth range where to compute
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the volume sampling and lighting.
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In certain situation, this isn't enough and produces sub-optimal sampling which increases noise.
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This is particularly the case when using a volume shader inside the *World* or when working with large of volume objects.
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In certain situations, this isn't enough and produces sub-optimal sampling which increases noise.
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This is particularly the case when using a volume shader inside the *World* or when working with large number of volume objects.
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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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fclem marked this conversation as resolved
Hans Goudey
commented
`In certain situation` -> `In certain situations`
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Start
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@ -6,7 +6,7 @@ World Settings
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The world environment can emit light, ranging from a single solid color
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to arbitrary textures.
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In EEVEE, the world lighting contribution is stored into internal :ref:`Light Probe`.
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In EEVEE, the world lighting contribution is stored into an internal :doc:`Light Probe </render/eevee/light_probes/index>`.
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This makes the lighting less precise than Cycles.
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Mist Pass
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@ -83,8 +83,8 @@ Resolution
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Sun
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---
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EEVEE can separate the light from intense light sources (e.g. a sun from an outdoor HDRI) and
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replace them by a sun light. This increases the quality of the lighting as the internal light probes
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EEVEE can separate the light from intense light sources (e.g. a sun from an outdoor :abbr:`HDRI (High Dynamic Range Imaging)`) and
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replace them with a sun light. This increases the quality of the lighting as the internal light probes
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alone cannot reproduce this type of lighting with enough precision.
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Threshold
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@ -94,8 +94,7 @@ Threshold
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A value of zero will disable this feature and all lighting will be stored inside the internal light probes.
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Angle
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Angle of the extracted sun light.
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Angular diameter of the Sun as seen from the Earth
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Angular diameter of the extracted sun light as seen from the Earth.
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Use Shadow
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Enable shadow casting on the extracted sun light.
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Delete
Select the
, this can just describe what the property does