EEVEE-Next: Update Documentation #104816

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Clément Foucault merged 25 commits from fclem/blender-manual:eevee-next-manual into blender-v4.2-release 2024-06-12 17:47:14 +02:00
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@ -19,8 +19,10 @@ These nodes are only available if EEVEE is the active render engine. These nodes
Shader to RGB Shader to RGB
------------- -------------
EEVEE supports the conversion of BSDF outputs into color inputs to make any kind of custom shading. EEVEE supports the conversion of BSDF outputs into color inputs to make a wide variety of custom shading.
This is supported using the :doc:`Shader to RGB </render/shader_nodes/converter/shader_to_rgb>` node. This is supported using the :doc:`Shader to RGB </render/shader_nodes/converter/shader_to_rgb>` node.
This node evaluates the lighting of the BSDFs connected to it just like a *Blended* material and inherits
its limitation.
Specular BSDF Specular BSDF
@ -52,11 +54,11 @@ Diffuse BSDF
Roughness is not supported. Only Lambertian diffusion is supported. Roughness is not supported. Only Lambertian diffusion is supported.
Glass / Refraction BSDF Glass / Refraction BSDF
Does not refract lights objects. Does not support Beckmann distribution. Only supports GGX and Multiscatter GGX distribution.
See :ref:`Raytracing limitations <eevee-limitations-raytracing>`. See :ref:`Raytracing limitations <eevee-limitations-raytracing>`.
Glossy BSDF Glossy BSDF
Does not support Beckmann and Ashikhmin-Shirley distributions. Only supports GGX and Multiscatter GGX distributions.
Subsurface Scattering Subsurface Scattering
Random Walk sampling, IOR and Anisotropic are not supported. Random Walk sampling, IOR and Anisotropic are not supported.