EEVEE-Next: Update Documentation #104816
@ -12,7 +12,7 @@
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render_settings/index.rst
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render_settings/index.rst
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scene_settings.rst
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scene_settings.rst
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world_settings.rst
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world_settings.rst
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object_settings.rst
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object_settings/index.rst
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material_settings.rst
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material_settings.rst
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light_settings.rst
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light_settings.rst
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light_probes/index.rst
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light_probes/index.rst
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@ -105,7 +105,7 @@ Raytracing
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- Blended materials and materials using raytrace refractions will not appear in dithered materials reflections.
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- Blended materials and materials using raytrace refractions will not appear in dithered materials reflections.
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- Blended materials are not compatible with raytracing.
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- Blended materials are not compatible with raytracing.
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- Only one refraction event is correctly modeled.
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- Only one refraction event is correctly modeled.
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An approximation of the second refraction event can be approximated using the :ref:`eevee-thickness-workflow`.
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An approximation of the second refraction event can be achieved using the :ref:`Thickness workflow <bpy.types.Material.thickness>`.
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- Only dithered materials *not* using Raytrace Refractions can be refracted.
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- Only dithered materials *not* using Raytrace Refractions can be refracted.
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@ -119,7 +119,8 @@ Shader Nodes
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- Some utility nodes are not yet compatible with EEVEE.
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- Some utility nodes are not yet compatible with EEVEE.
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- Certain combinations of BSDF's will result in more noise than others.
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- Certain combinations of BSDF's will result in more noise than others.
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This is the case when mixing Diffuse BSDF and Refraction BSDF.
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This is the case when mixing Diffuse BSDF and Refraction BSDF.
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- Displacement of flat shaded surfaces will split the mesh. See :ref:`eevee-workaround-displacement` for workaround.
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- Displacement of flat shaded surfaces will split the mesh into triangles.
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See :ref:`Displacement <bpy.types.Material.displacement>` for a workaround.
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.. seealso::
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.. seealso::
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@ -9,7 +9,7 @@ Material Settings
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.. seealso::
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.. seealso::
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While EEVEE shares the same material node system as Cycles, not all features are supported.
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While EEVEE shares the same material node system as Cycles, not all features are supported.
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See :ref:`Material limitations <eevee-limitations-materials>``.
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See :ref:`Shader nodes limitations <eevee-limitations-materials>`.
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Pass Index
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Pass Index
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==========
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==========
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@ -47,7 +47,10 @@ Backface Culling
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:doc:`Light Probe Volume </render/eevee/light_probes/volume>`.
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:doc:`Light Probe Volume </render/eevee/light_probes/volume>`.
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.. _bpy.types.Material.displacement_method:
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.. _bpy.types.Material.displacement:
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Displacement
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------------
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Displacement Type
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Displacement Type
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Controls how the displacement output from the shader node tree is used.
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Controls how the displacement output from the shader node tree is used.
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@ -68,8 +71,6 @@ Displacement Type
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render sample count. However, the evaluation is much faster than doing it using geometry
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render sample count. However, the evaluation is much faster than doing it using geometry
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nodes or a displacement modifier.
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nodes or a displacement modifier.
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.. _eevee-workaround-displacement:
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.. note::
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.. note::
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Displacing flat shaded geometry will split adjacent faces.
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Displacing flat shaded geometry will split adjacent faces.
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This can be worked around by passing the vertex normals as a custom attribute.
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This can be worked around by passing the vertex normals as a custom attribute.
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@ -138,6 +139,8 @@ Transparency Overlap
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Only available for the *Blended* render method.
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Only available for the *Blended* render method.
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.. _bpy.types.Material.thickness:
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Thickness
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Thickness
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---------
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---------
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@ -15,7 +15,9 @@ and finding their intersection with the scene individually.
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When disabled, it is replaced by a faster pipeline that uses pre-filtered light-probes.
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When disabled, it is replaced by a faster pipeline that uses pre-filtered light-probes.
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This fallback mode offers a more visually stable and optimized alternative when visual fidelity is not the primary goal.
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This fallback mode offers a more visually stable and optimized alternative when visual fidelity is not the primary goal.
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.. seealso:: :ref:`Limitations <eevee-limitations-raytracing>`.
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.. seealso::
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:ref:`Limitations <eevee-limitations-raytracing>`.
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Method
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Method
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Determine the tracing method used to find scene-ray intersections and indirect lighting.
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Determine the tracing method used to find scene-ray intersections and indirect lighting.
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