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*.
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
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::
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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:`Resolution Limit <bpy.types.Light.shadow_maximum_resolution>` on some lights
might fix the issue.
the :ref:`Resolution Limit <bpy.types.Light.shadow_maximum_resolution>` on some lights
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>`.
@ -42,12 +46,18 @@ Jitter
Overblur
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:
Filter
Blur shadow aliasing using Percentage Closer Filtering with a circular kernel.
fclem marked this conversation as resolved Outdated

scene -> scenes

`scene` -> `scenes`
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:
Resolution Limit
@ -57,19 +67,24 @@ Resolution Limit
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.
.. note::
Reducing the shadow map resolution will increase the chances of light leaking artifacts.
.. _bpy.types.Light.use_absolute_resolution:
Absolute Resolution Limit
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.
.. note::
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.
.. tip::
This setting only exists for compatibility reasons. Do not use it unless you have a good reason.
It might be removed in future versions.
This setting only exists for compatibility reasons. 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
@ -114,7 +129,8 @@ The distance is computed at the light origin and using the inverse square fallof
Distance
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::

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@ -27,6 +27,7 @@ Lights
- For now lights can only have one color and do not support light node trees.
fclem marked this conversation as resolved Outdated

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.
- The area light :ref:`Beam spread <bpy.types.SpotLight.spot_size>` option is not supported.
Light Probes
@ -34,18 +35,23 @@ Light Probes
- EEVEE supports up to 128 active light probe spheres.
- 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
=================
- Light probe capture does not support specular reflections. Specular energy is treated as diffuse.
.. _eevee-limitations-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:

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

Amount of -> Number of

`Amount of` -> `Number of`
.. _bpy.types.SceneEEVEE.shadow_ray_count:
Shadow Rays Count
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
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: