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
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@ -12,7 +12,7 @@
render_settings/index.rst
scene_settings.rst
world_settings.rst
object_settings.rst
object_settings/index.rst
material_settings.rst
light_settings.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 are not compatible with raytracing.
- 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.
@ -119,7 +119,8 @@ Shader Nodes
- Some utility nodes are not yet compatible with EEVEE.
- Certain combinations of BSDF's will result in more noise than others.
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::

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@ -9,7 +9,7 @@ Material Settings
.. seealso::
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
==========
@ -47,7 +47,10 @@ Backface Culling
:doc:`Light Probe Volume </render/eevee/light_probes/volume>`.
.. _bpy.types.Material.displacement_method:
.. _bpy.types.Material.displacement:
Displacement
------------
Displacement Type
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
nodes or a displacement modifier.
.. _eevee-workaround-displacement:
.. note::
Displacing flat shaded geometry will split adjacent faces.
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.
.. _bpy.types.Material.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.
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
Determine the tracing method used to find scene-ray intersections and indirect lighting.