EEVEE-Next: Update Documentation #104816
@ -13,7 +13,7 @@
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scene_settings.rst
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world_settings.rst
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object_settings.rst
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materials_settings.rst
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material_settings.rst
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light_settings.rst
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light_probes/index.rst
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limitations/index.rst
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@ -112,6 +112,7 @@ Shader Nodes
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- Some utility nodes are not yet compatible with EEVEE.
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- Certain combinations of BSDF's will result in more noise than others.
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This is the case when mixing Diffuse BSDF and Refraction BSDF.
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- Displacement of flat shaded surfaces will split the mesh. See :ref:`eevee-workaround-displacement` for workaround.
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.. seealso::
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@ -1,4 +1,3 @@
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*****************
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Material Settings
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*****************
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@ -7,6 +6,11 @@ Material Settings
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:Panel: :menuselection:`Properties --> Material --> Settings`
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.. seealso::
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While EEVEE shares the same material node system as Cycles, not all features are supported.
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See :ref:`Material limitations <eevee-limitations-materials>``.
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Pass Index
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==========
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@ -16,7 +20,7 @@ the :doc:`ID Mask Node </compositing/types/mask/id_mask>` in the Compositor.
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.. note::
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:doc:`Volume Objects </modeling/volumes/introduction>` are not supported.
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:doc:`Volume Objects </modeling/volumes/introduction>` dp not support the pass index.
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.. _bpy.types.Material.surface:
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@ -26,6 +30,7 @@ Surface
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Backface Culling
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Backface Culling hides the back side of faces.
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This option should be turned on whenever it is possible, as it has an impact on performance.
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Camera
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Use back face culling to hide the back side of the face.
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@ -35,14 +40,52 @@ Backface Culling
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Light Probe Volume
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Use back face culling when baking light probe volumes.
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Additionally helps rejecting capture point inside the object to avoid light leaking.
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.. seealso::
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:doc:`Light Probe Volume </render/eevee/light_probes/volume>`.
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.. _bpy.types.Material.displacement_method:
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Displacement Type
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Controls how the displacement output from the shader node tree is used.
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:Bump Only:
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Use Bump Mapping to simulated the appearance of displacement.
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This only modifies the shading normal of the object. Vertex position is not affected.
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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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fclem marked this conversation as resolved
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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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Vertex position is modified.
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.. note::
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This type of displacement is not precomputed. It has a performance impact multiplied by the
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render sample count. However, the evaluation is much faster than doing it using geometry
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nodes or a displacement modifier.
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.. _eevee-workaround-displacement:
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.. note::
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Displacing flat shaded geometry will split adjacent faces.
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This can be worked around by passing the vertex normals as a custom attribute.
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Max Displacement
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The maximum distance a vertex can be displaced. Displacements over this threshold may cause
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visibility issues.
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The maximum distance a vertex can be displaced when using true displacement.
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Displacements over this threshold may cause visibility issues.
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These visibility issues can be observed when the object is out of view at the edge of screen
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with parts being displaced inside the view. The object would then disappear because of camera culling.
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This can also produce missing shadow updates where the displaced geometry is.
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.. _bpy.types.Material.use_transparent_shadow:
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Transparent shadows
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Use transparent shadows for this material if it contains a Transparent BSDF, Disabling will
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render faster but not give accurate shadows.
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Use transparent shadows for this material if it contains a Transparent BSDF.
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Disabling will render faster but not give accurate shadows.
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.. _bpy.types.Material.render_method:
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@ -54,16 +97,83 @@ Render Method
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Also know as deferred rendering.
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:Blended:
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Allows the colored transparency, but incompatible with render passes and raytracing. Also
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known as forward rendering.
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Allows the colored transparency, but incompatible with render passes and raytracing.
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Also known as forward rendering.
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Dithered Layers
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---------------
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When using *Dithered* render method, the materials are rendered in layers.
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Each layer can only transmit (e.g. refract) light emitted from previous layers.
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If no intersection with the layers below exists, the transmissive BSDFs will fallback to light probes.
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Raytraced Transmission
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Use raytracing to determine transmitted color instead of using only light probes.
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This prevents the surface from contributing to the lighting of surfaces not using this setting.
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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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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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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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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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Face order can be adjusted in edit mode by using :doc:`sort element </modeling/meshes/editing/mesh/sort_elements>`.
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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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.. note::
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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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fclem marked this conversation as resolved
Hans Goudey
commented
`these objects` -> `objects`
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.. _bpy.types.Material.use_transparency_overlap:
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Transparency Overlap
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Render multiple transparent layers. May introduce transparency sorting problems.
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If enabled, all transparent fragments will be rendered.
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If disabled, only the front-most surface fragments will be rendered.
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This option can be disabled to fix sorting issues caused by blending order.
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Only available for the *Blended* render method.
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Light Probe Volume
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Single Sided
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Consider materials single sided for light probe volume captures. Additionally helps rejecting
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inside the object, to avoid light leaking.
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Thickness
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---------
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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 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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.. note::
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The thickness is used to skip the inner part of the object. This means that:
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- refraction will skip objects inside this thickness distance.
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fclem marked this conversation as resolved
Hans Goudey
commented
Capitalize list items Capitalize list items
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- the surface will not receive shadow from casters within the thickness distance.
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.. tip::
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- For large or compound meshes (e.g. vegetation), the thickness should be set to the thickness of individual parts (e.g. leaves, grass blades).
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- Thickness can be baked to textures or custom attributes for more accurate result.
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Thickness Mode
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Determines what model to use to approximate the object geometry.
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:Sphere:
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Approximate the object as a sphere whose diameter is equal to the thickness defined by the node tree.
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This is more suited to objects with rounder edges (e.g. a monkey head), and is perfectly suited to spheres.
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:Slab:
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Approximate the object as an infinite slab of thickness defined by the node tree.
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This is more suited to very flat or thin objects (e.g. glass panels, grass blades).
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From Shadow
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Use the shadow maps from shadow casting lights to refine the thickness defined by the material node tree.
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This takes the minimum thickness between the shadow map and the material node tree value.
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This is useful for objects where pre-computation is difficult (e.g. complex meshes), impossible
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(e.g. procedural geometry with displacement) or just impractical.
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However, this will have a performance impact that scale with the number of render samples.
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.. _bpy.types.Material.volume:
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@ -75,16 +185,10 @@ Intersection
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Determines which inner part of the mesh will produce volumetric effect.
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:Fast:
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Each gace is considered as a medium interface. Gives correct results for manifold geometry
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Each face is considered as a medium interface. Gives correct results for manifold geometry
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that contains no inner part.
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:Accurate:
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Faces are considered as medium interface only when they have different consecutive facing.
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Gives correct results as long as the max ray depth is not exceeded. Has significant memory
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overhead compared to the fast method.
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.. seealso::
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While EEVEE shares the same material node system as Cycles, not all features are supported.
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See :ref:`Material limitations <eevee-limitations-materials>``.
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