EEVEE-Next: Update Documentation #104816

Merged
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
4 changed files with 14 additions and 8 deletions
Showing only changes of commit eeee022f79 - Show all commits

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@ -12,7 +12,7 @@
render_settings/index.rst render_settings/index.rst
scene_settings.rst scene_settings.rst
world_settings.rst world_settings.rst
object_settings.rst object_settings/index.rst
material_settings.rst material_settings.rst
light_settings.rst light_settings.rst
light_probes/index.rst light_probes/index.rst

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@ -105,7 +105,7 @@ Raytracing
- Blended materials and materials using raytrace refractions will not appear in dithered materials reflections. - Blended materials and materials using raytrace refractions will not appear in dithered materials reflections.
- Blended materials are not compatible with raytracing. - Blended materials are not compatible with raytracing.
- Only one refraction event is correctly modeled. - Only one refraction event is correctly modeled.
An approximation of the second refraction event can be approximated using the :ref:`eevee-thickness-workflow`. An approximation of the second refraction event can be achieved using the :ref:`Thickness workflow <bpy.types.Material.thickness>`.
- Only dithered materials *not* using Raytrace Refractions can be refracted. - Only dithered materials *not* using Raytrace Refractions can be refracted.
@ -119,7 +119,8 @@ Shader Nodes
- Some utility nodes are not yet compatible with EEVEE. - Some utility nodes are not yet compatible with EEVEE.
- Certain combinations of BSDF's will result in more noise than others. - Certain combinations of BSDF's will result in more noise than others.
This is the case when mixing Diffuse BSDF and Refraction BSDF. This is the case when mixing Diffuse BSDF and Refraction BSDF.
- Displacement of flat shaded surfaces will split the mesh. See :ref:`eevee-workaround-displacement` for workaround. - Displacement of flat shaded surfaces will split the mesh into triangles.
See :ref:`Displacement <bpy.types.Material.displacement>` for a workaround.
.. seealso:: .. seealso::

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@ -9,7 +9,7 @@ Material Settings
.. seealso:: .. seealso::
While EEVEE shares the same material node system as Cycles, not all features are supported. While EEVEE shares the same material node system as Cycles, not all features are supported.
See :ref:`Material limitations <eevee-limitations-materials>``. See :ref:`Shader nodes limitations <eevee-limitations-materials>`.
Pass Index Pass Index
========== ==========
@ -47,7 +47,10 @@ Backface Culling
:doc:`Light Probe Volume </render/eevee/light_probes/volume>`. :doc:`Light Probe Volume </render/eevee/light_probes/volume>`.
.. _bpy.types.Material.displacement_method: .. _bpy.types.Material.displacement:
Displacement
------------
Displacement Type Displacement Type
Controls how the displacement output from the shader node tree is used. Controls how the displacement output from the shader node tree is used.
@ -68,8 +71,6 @@ Displacement Type
render sample count. However, the evaluation is much faster than doing it using geometry render sample count. However, the evaluation is much faster than doing it using geometry
nodes or a displacement modifier. nodes or a displacement modifier.
.. _eevee-workaround-displacement:
.. note:: .. note::
Displacing flat shaded geometry will split adjacent faces. Displacing flat shaded geometry will split adjacent faces.
This can be worked around by passing the vertex normals as a custom attribute. This can be worked around by passing the vertex normals as a custom attribute.
@ -138,6 +139,8 @@ Transparency Overlap
Only available for the *Blended* render method. Only available for the *Blended* render method.
.. _bpy.types.Material.thickness:
Thickness Thickness
--------- ---------

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@ -15,7 +15,9 @@ and finding their intersection with the scene individually.
When disabled, it is replaced by a faster pipeline that uses pre-filtered light-probes. When disabled, it is replaced by a faster pipeline that uses pre-filtered light-probes.
This fallback mode offers a more visually stable and optimized alternative when visual fidelity is not the primary goal. This fallback mode offers a more visually stable and optimized alternative when visual fidelity is not the primary goal.
.. seealso:: :ref:`Limitations <eevee-limitations-raytracing>`. .. seealso::
:ref:`Limitations <eevee-limitations-raytracing>`.
Method Method
Determine the tracing method used to find scene-ray intersections and indirect lighting. Determine the tracing method used to find scene-ray intersections and indirect lighting.