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
3 changed files with 43 additions and 13 deletions
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@ -19,15 +19,19 @@ Shadow
====== ======
For shadowing lights, EEVEE uses a technique called *Virtual Shadow Mapping* along with *Shadow Map Raytracing*. For shadowing lights, EEVEE uses a technique called *Virtual Shadow Mapping* along with *Shadow Map Raytracing*.
This technique offers better performance than ray tracing and is compatible with any *Render Method*.
*Virtual Shadow Mapping* produces more accurate results than traditional shadow mapping by putting resolution *Virtual Shadow Mapping* produces more accurate results than traditional shadow mapping by putting resolution
only where it is needed. It also includes a very efficient caching mechanism. only where it is needed. It also includes a very efficient caching mechanism.
This technique offers better performance than ray tracing and is compatible
with any :ref:`Render Method <bpy.types.Material.render_method>`.
.. tip:: .. tip::
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cannot allocate -> cannot allocate enough memory

`cannot allocate` -> `cannot allocate enough memory`
- The error message *Shadow buffer full* means that the system cannot allocate. - The error message *Shadow buffer full* means that the system cannot allocate more shadow memory.
Increasing the :ref:`Shadow Pool Size <bpy.types.SceneEEVEE.shadow_pool_size>` or Increasing the :ref:`Shadow Pool Size <bpy.types.SceneEEVEE.shadow_pool_size>` or
increasing the :ref:`Resolution Limit <bpy.types.Light.shadow_maximum_resolution>` on some lights the :ref:`Resolution Limit <bpy.types.Light.shadow_maximum_resolution>` on some lights
might fix the issue. can fix the issue. Otherwise, the only workaround is to disable shadow casting on some lights.
- *Shadow Map Raytracing* can be tweaked in the :ref:`Render Settings <eevee-shadow-raytrace>`.
- Turning on :ref:`Jitter <bpy.types.Light.use_shadow_jitter>` can reduce the light leaking artifacts
caused by large lights and *Shadow Map Raytracing*.
.. seealso:: :ref:`Limitations <eevee-limitations-shadows>`. .. seealso:: :ref:`Limitations <eevee-limitations-shadows>`.
@ -42,12 +46,18 @@ Jitter
Overblur Overblur
Apply shadow tracing to each jittered sample to reduce under-sampling artifacts. Apply shadow tracing to each jittered sample to reduce under-sampling artifacts.
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Not sure why Percentage Closer Filtering is capitalized. If it's some concept, maybe it should be a link or reference instead?

Not sure why `Percentage Closer Filtering` is capitalized. If it's some concept, maybe it should be a link or reference instead?
.. note::
Any value higher than zero will result in a blurrier shadow and is not physically correct.
.. _bpy.types.Light.shadow_filter_radius: .. _bpy.types.Light.shadow_filter_radius:
Filter Filter
Blur shadow aliasing using Percentage Closer Filtering with a circular kernel. Blur shadow aliasing using Percentage Closer Filtering with a circular kernel.
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scene -> scenes

`scene` -> `scenes`
The effective world scale of the filter depends on the shadow map resolution at the shadowed pixel position. The effective world scale of the filter depends on the shadow map resolution at the shadowed pixel position.
.. note::
Any value bigger than 1px will increase the chances of light leaking artifacts.
.. _bpy.types.Light.shadow_maximum_resolution: .. _bpy.types.Light.shadow_maximum_resolution:
Resolution Limit Resolution Limit
@ -57,19 +67,24 @@ Resolution Limit
but also requires a lot of memory if the shadowed pixel is close to the camera. but also requires a lot of memory if the shadowed pixel is close to the camera.
This property limits the maximum amount of detail that the shadow map can capture. This property limits the maximum amount of detail that the shadow map can capture.
.. note::
Reducing the shadow map resolution will increase the chances of light leaking artifacts.
.. _bpy.types.Light.use_absolute_resolution: .. _bpy.types.Light.use_absolute_resolution:
Absolute Resolution Limit Absolute Resolution Limit
Limit the resolution at 1 unit from the light origin instead of relative to the shadowed pixel. Limit the resolution at 1 unit from the light origin instead of relative to the shadowed pixel.
This makes :ref:`Resolution Limit <bpy.types.Light.shadow_maximum_resolution>` act as a regular shadow map pixel size. This makes :ref:`Resolution Limit <bpy.types.Light.shadow_maximum_resolution>` act as a regular shadow map pixel size.
.. note::
For example, with this option enabled, a *Resolution Limit* set to `2 * sqrt(2) / 1024` will limit the resolution to 1024px². For example, with this option enabled, a *Resolution Limit* set to `2 * sqrt(2) / 1024` will limit the resolution to 1024px².
The `2 * sqrt(2)` refers to the unit cube diagonal. The `2 * sqrt(2)` refers to the unit cube diagonal.
.. tip:: .. tip::
This setting only exists for compatibility reasons. Do not use it unless you have a good reason. This setting only exists for compatibility reasons. It might be removed in future versions.
It might be removed in future versions.
.. note:: The setting :ref:`Absolute Resolution Limit <bpy.types.Light.use_absolute_resolution>` does not exist for Sun Light. .. note::
The setting :ref:`Absolute Resolution Limit <bpy.types.Light.use_absolute_resolution>` does not exist for Sun Light.
Influence Influence
@ -114,7 +129,8 @@ The distance is computed at the light origin and using the inverse square fallof
Distance Distance
Specifies where light influence will be set to 0. Specifies where light influence will be set to 0.
.. note:: The setting :ref:`Custom Distance <bpy.types.Light.use_custom_distance>` does not exist for Sun Light. .. note::
The setting :ref:`Custom Distance <bpy.types.Light.use_custom_distance>` does not exist for Sun Light.
.. seealso:: .. seealso::

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@ -27,6 +27,7 @@ Lights
- For now lights can only have one color and do not support light node trees. - For now lights can only have one color and do not support light node trees.
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For now lights -> Lights

`For now lights` -> `Lights`
- Unlike in Cycles, the :ref:`Size <bpy.types.SpotLight.shadow_soft_size>` of spot lights does not change the softness of the cone. - Unlike in Cycles, the :ref:`Size <bpy.types.SpotLight.shadow_soft_size>` of spot lights does not change the softness of the cone.
- The area light :ref:`Beam spread <bpy.types.SpotLight.spot_size>` option is not supported.
Light Probes Light Probes
@ -34,18 +35,23 @@ Light Probes
- EEVEE supports up to 128 active light probe spheres. - EEVEE supports up to 128 active light probe spheres.
- EEVEE supports up to 16 active light probe planes inside the view frustum. - EEVEE supports up to 16 active light probe planes inside the view frustum.
- Active light probe volumes must fit inside the :ref:`Light Probes Volume Memory Pool <bpy.types.SceneEEVEE.gi_irradiance_pool_size>`.
Indirect Lighting Indirect Lighting
================= =================
- Light probe capture does not support specular reflections. Specular energy is treated as diffuse. - Light probe capture does not support specular reflections. Specular energy is treated as diffuse.
.. _eevee-limitations-shadows:
Shadows Shadows
======= =======
- See :ref:`eevee-limitations-shadows` for a detailed explanation of shadow limitations. - *Shadow Map Raytracing* can produce light leaking because of overlapping shadow casters.
This can be mitigated by using lower :ref:`Size <bpy.types.SceneEEVEE.shadow_step_count>`, enabling
:ref:`Size <bpy.types.Light.use_shadow_jitter>`, or reducing the light shape size.
- Thin objects (e.g. walls without thickness) might have light leaking on the shadowed side.
This can be mitigated by making the object have some thickness or lowering :ref:`Size <bpy.types.Light.shadow_maximum_resolution>`.
.. _eevee-limitations-volumetrics: .. _eevee-limitations-volumetrics:

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@ -37,14 +37,22 @@ Samples
The number of samples to use in the final render. The number of samples to use in the final render.
.. _eevee-shadow-raytrace:
Shadows Shadows
======= =======
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Review

Amount of -> Number of

`Amount of` -> `Number of`
.. _bpy.types.SceneEEVEE.shadow_ray_count:
Shadow Rays Count Shadow Rays Count
Amount of shadow rays to trace for each light. Amount of shadow rays to trace for each light.
Higher values reduces the noise caused by random shadow sampling.
.. _bpy.types.SceneEEVEE.shadow_step_count:
Shadow Steps Count Shadow Steps Count
Amount of shadow map sample per shadow ray. Amount of shadow map sample per shadow ray.
Higher step count results in softer shadows but have a higher cost.
.. _bpy.types.SceneEEVEE.volumetric_shadow: .. _bpy.types.SceneEEVEE.volumetric_shadow: