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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film.rst
performance.rst
grease_pencil.rst
light_probes.rst

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.. _bpy.ops.scene.light_cache:
.. _bpy.types.SceneEEVEE.gi:
************
Light Probes
************
While not strictly correct, all lighting that is not coming straight out
from a light object is considered as indirect lighting in EEVEE.
That means distant :term:`HDRI` lighting (or World) is considered as indirect lighting.
In EEVEE, indirect lighting is separated into two component: Diffuse and Specular.
Both have different needs and representation. For efficiency,
the diffuse indirect lighting data is precomputed on demand into a static lighting cache.
As of now the diffuse light cache is static and needs to be computed before rendering.
It cannot be updated per frame (unless via scripting).
This limitation is being worked on and will be removed in future versions.
.. reference::
:Panel: :menuselection:`Render --> Light Probes`
Sphere
======
Resolution
Resolution when using Light Probe Spheres.
Volume
======
Pool Size
Size of the irradiance pool, a bigger pool size allows for more irradiance grid in the scene,
but might not fit into GPU memory and decreases performance.