EEVEE-Next: Update Documentation #104816
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*****
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World
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*****
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**************
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World Settings
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**************
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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 first rendered and
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stored in smaller resolution textures before being applied to the objects.
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In EEVEE, the world lighting contribution is stored into internal :ref:`Light Probe`.
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fclem marked this conversation as resolved
Outdated
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This makes the lighting less precise than Cycles.
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Mist Pass
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@ -17,27 +16,92 @@ Mist Pass
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:Panel: :menuselection:`World --> Mist Pass`
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.. note::
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The mist pass must be enabled in the View Layer tab
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of the :doc:`Properties Editor </editors/properties_editor>`
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before the settings below are available in the World tab.
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Mist can greatly enhance the illusion of depth in your rendering. To create mist,
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Blender generates a render layer with a depth map ranging between 0.0 and 1.0
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that can be used in the Compositor to generate a mist effect.
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.. _bpy.types.WorldMistSettings.start:
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Start
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Starting distance of the mist, measured from the camera.
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The distance from the camera at which the mist starts to fade in.
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.. _bpy.types.WorldMistSettings.depth:
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Depth
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Distance over which the mist effect fades in.
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The distance from *Start* of the mist, that it fades in over.
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Objects further from the camera than *Start + Depth* are completely hidden by the mist.
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.. _bpy.types.WorldMistSettings.falloff:
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Falloff
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Type of transition used to face mist.
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The curve function that controls the rate of change of the mist's strength further and further into the distance.
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:Quadratic:
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Uses the same calculation as light falloff (:math:`1\over{x^2}`) and provides the smoothest
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transition from transparent (0.0) to opaque (1.0).
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:Linear: Has a steeper start than quadratic (:math:`1\over{x}`).
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:Inverse Quadratic:
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Has the steepest start (:math:`1\over{\sqrt{x}}`) and approaches 1.0 faster than the other two functions.
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.. tip::
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A visualization can be activated in the :menuselection:`Camera --> Viewport Display` panel.
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.. figure:: /images/render_cycles_world-settings_mist-example1-BI.jpg
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Mist example
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(`blend-file <https://archive.blender.org/wiki/2015/index.php/File:25-Manual-World-Mist-Example1.blend>`__).
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Light Probe
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===========
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Settings
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========
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.. reference::
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:Panel: :menuselection:`World --> Light Probe`
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Light Probe
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-----------
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.. _bpy.types.World.probe_resolution:
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Resolution
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The resolution used to store the light from the world.
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This is equivalent to the resolution for light probe spheres.
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.. seealso::
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:doc:`Indirect Lighting </render/eevee/render_settings/light_probes>`.
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:doc:`Light Probe Sphere </render/eevee/light_probes/sphere>`.
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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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fclem marked this conversation as resolved
Outdated
Hans Goudey
commented
Is there a link/reference to use for "HDRI"? Is there a link/reference to use for "HDRI"?
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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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fclem marked this conversation as resolved
Outdated
Hans Goudey
commented
`replace them by` -> `replace them with`
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alone cannot reproduce this type of lighting with enough precision.
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Threshold
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If non-zero, the maximum value for world contribution that will be recorded inside the world light probe.
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The excess contribution is converted to a sun light.
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This reduces the light bleeding caused by very bright light sources.
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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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fclem marked this conversation as resolved
Outdated
Hans Goudey
commented
Missing period/duplicate description Missing period/duplicate description
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Use Shadow
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Enable shadow casting on the extracted sun light.
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.. seealso::
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The shadow properties control the extracted sun shadows.
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They are exactly the same as for a sun light object.
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:doc:`Light Properties </render/eevee/light_settings>`.
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