EEVEE-Next: Update Documentation #104816
@ -19,15 +19,19 @@ Shadow
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======
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For shadowing lights, EEVEE uses a technique called *Virtual Shadow Mapping* along with *Shadow Map Raytracing*.
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For shadowing lights, EEVEE uses a technique called *Virtual Shadow Mapping* along with *Shadow Map Raytracing*.
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This technique offers better performance than ray tracing and is compatible with any *Render Method*.
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*Virtual Shadow Mapping* produces more accurate results than traditional shadow mapping by putting resolution
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*Virtual Shadow Mapping* produces more accurate results than traditional shadow mapping by putting resolution
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only where it is needed. It also includes a very efficient caching mechanism.
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only where it is needed. It also includes a very efficient caching mechanism.
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This technique offers better performance than ray tracing and is compatible
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with any :ref:`Render Method <bpy.types.Material.render_method>`.
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.. tip::
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.. tip::
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- The error message *Shadow buffer full* means that the system cannot allocate.
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- The error message *Shadow buffer full* means that the system cannot allocate more shadow memory.
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Increasing the :ref:`Shadow Pool Size <bpy.types.SceneEEVEE.shadow_pool_size>` or
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Increasing the :ref:`Shadow Pool Size <bpy.types.SceneEEVEE.shadow_pool_size>` or
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increasing the :ref:`Resolution Limit <bpy.types.Light.shadow_maximum_resolution>` on some lights
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the :ref:`Resolution Limit <bpy.types.Light.shadow_maximum_resolution>` on some lights
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might fix the issue.
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can fix the issue. Otherwise, the only workaround is to disable shadow casting on some lights.
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- *Shadow Map Raytracing* can be tweaked in the :ref:`Render Settings <eevee-shadow-raytrace>`.
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- Turning on :ref:`Jitter <bpy.types.Light.use_shadow_jitter>` can reduce the light leaking artifacts
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caused by large lights and *Shadow Map Raytracing*.
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.. seealso:: :ref:`Limitations <eevee-limitations-shadows>`.
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.. seealso:: :ref:`Limitations <eevee-limitations-shadows>`.
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@ -42,12 +46,18 @@ Jitter
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Overblur
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Overblur
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Apply shadow tracing to each jittered sample to reduce under-sampling artifacts.
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Apply shadow tracing to each jittered sample to reduce under-sampling artifacts.
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.. note::
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Any value higher than zero will result in a blurrier shadow and is not physically correct.
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.. _bpy.types.Light.shadow_filter_radius:
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.. _bpy.types.Light.shadow_filter_radius:
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Filter
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Filter
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Blur shadow aliasing using Percentage Closer Filtering with a circular kernel.
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Blur shadow aliasing using Percentage Closer Filtering with a circular kernel.
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The effective world scale of the filter depends on the shadow map resolution at the shadowed pixel position.
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The effective world scale of the filter depends on the shadow map resolution at the shadowed pixel position.
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.. note::
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Any value bigger than 1px will increase the chances of light leaking artifacts.
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.. _bpy.types.Light.shadow_maximum_resolution:
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.. _bpy.types.Light.shadow_maximum_resolution:
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Resolution Limit
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Resolution Limit
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@ -57,19 +67,24 @@ Resolution Limit
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but also requires a lot of memory if the shadowed pixel is close to the camera.
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but also requires a lot of memory if the shadowed pixel is close to the camera.
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This property limits the maximum amount of detail that the shadow map can capture.
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This property limits the maximum amount of detail that the shadow map can capture.
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.. note::
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Reducing the shadow map resolution will increase the chances of light leaking artifacts.
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.. _bpy.types.Light.use_absolute_resolution:
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.. _bpy.types.Light.use_absolute_resolution:
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Absolute Resolution Limit
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Absolute Resolution Limit
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Limit the resolution at 1 unit from the light origin instead of relative to the shadowed pixel.
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Limit the resolution at 1 unit from the light origin instead of relative to the shadowed pixel.
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This makes :ref:`Resolution Limit <bpy.types.Light.shadow_maximum_resolution>` act as a regular shadow map pixel size.
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This makes :ref:`Resolution Limit <bpy.types.Light.shadow_maximum_resolution>` act as a regular shadow map pixel size.
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For example, with this option enabled, a *Resolution Limit* set to `2 * sqrt(2) / 1024` will limit the resolution to 1024px².
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The `2 * sqrt(2)` refers to the unit cube diagonal.
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.. note::
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For example, with this option enabled, a *Resolution Limit* set to `2 * sqrt(2) / 1024` will limit the resolution to 1024px².
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The `2 * sqrt(2)` refers to the unit cube diagonal.
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.. tip::
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.. tip::
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This setting only exists for compatibility reasons. Do not use it unless you have a good reason.
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This setting only exists for compatibility reasons. It might be removed in future versions.
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It might be removed in future versions.
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.. note:: The setting :ref:`Absolute Resolution Limit <bpy.types.Light.use_absolute_resolution>` does not exist for Sun Light.
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.. note::
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The setting :ref:`Absolute Resolution Limit <bpy.types.Light.use_absolute_resolution>` does not exist for Sun Light.
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Influence
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Influence
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@ -114,7 +129,8 @@ The distance is computed at the light origin and using the inverse square fallof
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Distance
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Distance
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Specifies where light influence will be set to 0.
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Specifies where light influence will be set to 0.
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.. note:: The setting :ref:`Custom Distance <bpy.types.Light.use_custom_distance>` does not exist for Sun Light.
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.. note::
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The setting :ref:`Custom Distance <bpy.types.Light.use_custom_distance>` does not exist for Sun Light.
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.. seealso::
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.. seealso::
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@ -27,6 +27,7 @@ Lights
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- For now lights can only have one color and do not support light node trees.
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- For now lights can only have one color and do not support light node trees.
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- Unlike in Cycles, the :ref:`Size <bpy.types.SpotLight.shadow_soft_size>` of spot lights does not change the softness of the cone.
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- Unlike in Cycles, the :ref:`Size <bpy.types.SpotLight.shadow_soft_size>` of spot lights does not change the softness of the cone.
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- The area light :ref:`Beam spread <bpy.types.SpotLight.spot_size>` option is not supported.
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Light Probes
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Light Probes
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@ -34,18 +35,23 @@ Light Probes
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- EEVEE supports up to 128 active light probe spheres.
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- EEVEE supports up to 128 active light probe spheres.
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- EEVEE supports up to 16 active light probe planes inside the view frustum.
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- EEVEE supports up to 16 active light probe planes inside the view frustum.
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- Active light probe volumes must fit inside the :ref:`Light Probes Volume Memory Pool <bpy.types.SceneEEVEE.gi_irradiance_pool_size>`.
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Indirect Lighting
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Indirect Lighting
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=================
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=================
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- Light probe capture does not support specular reflections. Specular energy is treated as diffuse.
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- Light probe capture does not support specular reflections. Specular energy is treated as diffuse.
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.. _eevee-limitations-shadows:
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Shadows
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Shadows
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=======
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=======
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- See :ref:`eevee-limitations-shadows` for a detailed explanation of shadow limitations.
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- *Shadow Map Raytracing* can produce light leaking because of overlapping shadow casters.
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This can be mitigated by using lower :ref:`Size <bpy.types.SceneEEVEE.shadow_step_count>`, enabling
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:ref:`Size <bpy.types.Light.use_shadow_jitter>`, or reducing the light shape size.
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- Thin objects (e.g. walls without thickness) might have light leaking on the shadowed side.
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This can be mitigated by making the object have some thickness or lowering :ref:`Size <bpy.types.Light.shadow_maximum_resolution>`.
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.. _eevee-limitations-volumetrics:
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.. _eevee-limitations-volumetrics:
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@ -37,14 +37,22 @@ Samples
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The number of samples to use in the final render.
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The number of samples to use in the final render.
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.. _eevee-shadow-raytrace:
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Shadows
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Shadows
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=======
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=======
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fclem marked this conversation as resolved
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.. _bpy.types.SceneEEVEE.shadow_ray_count:
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Shadow Rays Count
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Shadow Rays Count
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Amount of shadow rays to trace for each light.
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Amount of shadow rays to trace for each light.
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Higher values reduces the noise caused by random shadow sampling.
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.. _bpy.types.SceneEEVEE.shadow_step_count:
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Shadow Steps Count
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Shadow Steps Count
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Amount of shadow map sample per shadow ray.
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Amount of shadow map sample per shadow ray.
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Higher step count results in softer shadows but have a higher cost.
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.. _bpy.types.SceneEEVEE.volumetric_shadow:
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.. _bpy.types.SceneEEVEE.volumetric_shadow:
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