EEVEE-Next: Update Documentation #104816
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film.rst
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performance.rst
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grease_pencil.rst
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light_probes.rst
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.. _bpy.ops.scene.light_cache:
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.. _bpy.types.SceneEEVEE.gi:
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************
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Light Probes
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************
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While not strictly correct, all lighting that is not coming straight out
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from a light object is considered as indirect lighting in EEVEE.
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That means distant :term:`HDRI` lighting (or World) is considered as indirect lighting.
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In EEVEE, indirect lighting is separated into two component: Diffuse and Specular.
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Both have different needs and representation. For efficiency,
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the diffuse indirect lighting data is precomputed on demand into a static lighting cache.
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As of now the diffuse light cache is static and needs to be computed before rendering.
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It cannot be updated per frame (unless via scripting).
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This limitation is being worked on and will be removed in future versions.
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.. reference::
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:Panel: :menuselection:`Render --> Light Probes`
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Sphere
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======
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Resolution
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Resolution when using Light Probe Spheres.
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Volume
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======
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Pool Size
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Size of the irradiance pool, a bigger pool size allows for more irradiance grid in the scene,
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but might not fit into GPU memory and decreases performance.
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