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
46 changed files with 1226 additions and 1200 deletions

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@ -34,5 +34,5 @@ Viewport Display
These settings control the curve rendering settings used when the 3D viewport is set to
:ref:`Material Preview <3dview-material-preview>`
.. include:: /render/eevee/render_settings/hair.rst
.. include:: /render/eevee/render_settings/curves.rst
:start-after: .. --- copy below this line ---

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introduction.rst
render_settings/index.rst
materials/index.rst
world.rst
lighting.rst
scene_settings.rst
world_settings.rst
object_settings/index.rst
material_settings.rst
light_settings.rst
light_probes/index.rst
limitations.rst
limitations/index.rst

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Introduction
************
EEVEE is Blender's realtime render engine built using :term:`OpenGL` focused on
speed and interactivity while achieving the goal of rendering :abbr:`PBR (Physically Based Rendering)` materials.
EEVEE is Blender's realtime render engine focused on speed and interactivity while achieving the
goal of rendering :abbr:`PBR (Physically Based Rendering)` materials.
EEVEE can be used interactively in the 3D Viewport but also produce high quality final renders.
.. figure:: /images/render_eevee_introduction_viewport.png
EEVEE in the 3D Viewport -- "Tiger" by Daniel Bystedt.
EEVEE materials are created using the same shader nodes as Cycles, making it easy to render existing scenes.
For Cycles users, this makes EEVEE work great for previewing materials in realtime.
EEVEE materials are created using the same shader nodes as Cycles, making it easy to render existing
scenes. For Cycles users, this makes EEVEE work great for previewing materials in realtime.
Unlike Cycles, EEVEE is not a raytrace render engine.
Instead of computing each ray of light, EEVEE uses a process called rasterization.
Rasterization estimates the way light interacts with objects and materials using numerous algorithms.
EEVEE is based on rasterization and is not a path tracer.
Instead of computing each ray of light, rasterization determines what surface is visible from the camera.
It then estimates the way light interacts with these surfaces and materials using numerous algorithms.
While EEVEE is designed to use :abbr:`PBR (Physically Based Rendering)` principles,
it is not perfect and Cycles will always provide more physically accurate renders.
Because EEVEE uses rasterization it has a large set of :doc:`limitations </render/eevee/limitations>`.
For these reasons, EEVEE has a set of :doc:`limitations </render/eevee/limitations/index>`.
.. figure:: /images/render_eevee_introduction_final-render.png

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:maxdepth: 2
introduction.rst
irradiance_volumes.rst
reflection_cubemaps.rst
reflection_planes.rst
volume.rst
sphere.rst
plane.rst

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Introduction
************
Probe objects are used by EEVEE as support objects.
They record lighting information locally in order to light the scene using indirect lighting.
Light probe objects are used by EEVEE as support objects.
There are three different probe types. One for diffuse lighting, two for specular lighting.
There are three different types of light probes.
Each type of light probe records the lighting at a different resolution and frequency.
Probes are used together to recover incoming light information when using ray tracing is not possible (either for performance or for technical limitations).
These types of objects are only useful for EEVEE (and by extension, the Material Preview mode).
They are meant to guide the engine to compute better lighting quickly.

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******************
Irradiance Volumes
******************
Diffuse indirect lighting is stored in volumetric arrays.
These arrays are defined by the user using Irradiance Volume objects.
They control how arrays are placed in the world as well as their resolution.
Lighting is computed at the dot positions visible when the Irradiance Volume object is selected.
.. seealso::
:doc:`Indirect Lighting </render/eevee/render_settings/indirect_lighting>`.
If Ambient Occlusion is enabled, it will be applied onto diffuse indirect lighting.
If both Ambient Occlusion and "Bent Normals" are enabled
the indirect lighting will be sampled from the least occluded direction and appear more correct.
.. reference::
:Panel: :menuselection:`Object Data --> Probe`
Distance
A probe object only influences the lighting of nearby surfaces.
This influence zone is defined by the Distance parameter and object scaling.
The influence distance varies a bit, depending on the probe type.
For Irradiance Volumes, the influence inside the volume is always 100%.
The influence decays only outside of the volume until
the distance to the volume reaches the Distance parameter value (in local space).
Falloff
Percentage of the influence distance during which the influence of a probe fades linearly.
Intensity
Intensity factor of the recorded lighting.
Making this parameter anything other than 1.0 is not physically correct. Use it for tweaking or artistic purposes.
Resolution
Spatial resolution for Irradiance Volumes is determined per probe.
The local volume is divided into a regular grid of the specified dimensions.
One irradiance sample will be computed for each cell in this grid.
Clipping
Defines the near and far clip distances when capturing the scene.
.. warning::
Clipping distances are applied at the samples positions and *not* at the grid origin.
Visibility Collection
In some cases, it is useful to limit which objects appear in the light probe's captured lighting.
For instance, an object that is too close to a capture point might be better excluded.
This is what the visibility collection does.
Only objects that are in this collection will be visible when this probes captures the scene.
There is also an option to invert this behavior and effectively hide the objects in this collection.
.. note::
This is only a filtering option. That means that if an object is not visible at render time
it won't be visible during the probe render.
Visibility
==========
For every grid point a small Variance Shadow Map is rendered.
This visibility cubemap is used to reduce light leaking behind occluders.
You can tweak the size of this map inside the render settings and
tweak the bias and blur factors per grid inside the Probe Properties tab.
Bias
Reduces self-shadowing.
Bleed Bias
Increases the "contrast" of the depth test result.
Blur
Amount of blur to apply when filtering the visibility shadow map.
Does not increase runtime cost but has a small effect on baking time.
Blending
========
The lighting values from an Irradiance Volume will fade outwards until the volume bounds are reached.
They will fade into the world's lighting or another Irradiance Volume's lighting.
If multiple Irradiance Volumes overlap, smaller (in volume) ones will always have more priority.
If an object is not inside any Irradiance Volume, or if the indirect lighting has not been baked,
the world's diffuse lighting will be used to shade it.
.. tip::
- When lighting indoor environments, try to align grids with the room shape.
- Try not to put too much resolution in empty areas or areas with a low amount of lighting variation.
- You can fix bad samples by adding a smaller grid near the problematic area.
Viewport Display
================
Influence
Show the influence bounds in the 3D Viewport. The inner sphere is where the falloff starts.
Clipping
Show the clipping distance in the 3D Viewport.

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*****************
Light Probe Plane
*****************
A light probe plane records the light incoming from a single direction for all visible points on a plane.
The specular reflection direction is the only one currently available.
This type of light probe is suited to smooth planar surfaces.
Each visible planar light probe increases the render time as the scene needs to be rendered for
each of them.
Light probe planes only work when the ray tracing method is set to `Screen-Trace`. When enabled, they
accelerate the tracing process and complete the missing data from the screen space ray tracing.
.. note::
Reflections and volumetrics are not supported inside Light probe planes.
Placement
=========
If Backface Culling is not enabled, snapping the light probe plane to the planar surface
will effectively capture the underside of the surface.
You can manually move the light probe plane above the surface enough for it to not appear in the capture.
Alternatively you can disable the light probe visibility in the object visibility panel.
.. reference::
:Panel: :menuselection:`Object Data --> Probe`
Distance
A probe object only influences the lighting of surfaces inside its influence zone.
This influence zone is defined by the distance parameter and the object's scale.
For light probe planes, the influence distance is the distance from the plane.
Only surfaces whose normals are aligned with the Reflection Plane will receive the captured reflection.
Capture
=======
Clipping Offset
Define how far below the plane the near clip is when capturing the scene.
Increasing this can fix reflection contact problems.
Viewport Display
================
.. reference::
:Panel: :menuselection:`Object Data --> Viewport Display`
Arrow Size
Size of the arrow showing the reflection plane normal.
Capture
Show the captured reflected image onto a fully reflective plane in the 3D Viewport.
Influence
Show the influence bounds in the 3D Viewport.

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*******************
Reflection Cubemaps
*******************
Specular Indirect Lighting is stored in an array of cubemaps. These are defined by the Reflection Cubemap objects.
They specify where to sample the scene's lighting and where to apply it.
.. seealso::
:doc:`Indirect Lighting </render/eevee/render_settings/indirect_lighting>`.
*Screen Space Reflections* are much more precise than reflection cubemaps.
If enabled, they have priority and cubemaps are used as a fall back if a ray misses.
If *Ambient Occlusion* is enabled, it will be applied in a physically plausible manner to specular indirect lighting.
.. note::
The cube probes are encoded into tetrahedral maps. Some distortions may occur on the negative Z hemisphere.
Those are more visible with higher roughness values.
Blending
========
The lighting values from a Reflection Cubemap will fade outwards until the volume bounds are reached.
They will fade into the world's lighting or another Reflection Cubemap's lighting.
If multiple Reflection Cubemaps overlap, smaller (in volume) ones will always have more priority.
If an object is not inside any Reflection Cubemap influence,
or if the indirect lighting has not been baked, the world's cubemap will be used to shade it.
.. reference::
:Panel: :menuselection:`Object Data --> Probe`
Distance
A probe object only influences the lighting of nearby surfaces.
This influence zone is defined by the Distance parameter and object scaling.
The influence distance varies is a bit, depending on the probe type.
For Reflection Cubemaps the influence volume can either be a box or a sphere centered on the probe's origin.
Falloff
Percentage of the influence distance during which the influence of a probe fades linearly.
Intensity
Intensity factor of the recorded lighting.
Making this parameter anything other than 1.0 is not physically correct.
Use it for tweaking or artistic purposes.
Clipping
Define the near and far clip distances when capturing the scene.
Visibility Collection
Sometimes, it is useful to limit which objects appear in the light probe's captured lighting.
For instance, an object that is too close to a capture point might be better excluded.
This is what the visibility collection does.
Only objects that are in this collection will be visible when this probe will capture the scene.
There is also an option to invert this behavior and effectively hide the objects inside this collection.
.. note::
This is only a filtering option.
That means if an object is not visible at render time it won't be visible during the probe render.
Custom Parallax
===============
.. reference::
:Panel: :menuselection:`Object Data --> Custom Parallax`
By default, the influence volume is also the parallax volume.
The parallax volume is a volume on which is projected the recorded lighting.
It should roughly fit it surrounding area. In some cases it may be better to
adjust the parallax volume without touching the influence parameters.
In this case, just enable the *Custom Parallax* and
change the shape and distance of the parallax volume independently.
Viewport Display
================
Influence
Show the influence bounds in the 3D Viewport. The inner sphere is where the falloff starts.
Clipping
Show the clipping distance in the 3D Viewport.
Parallax
Show the *Custom Parallax* shape in the 3D Viewport.

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*****************
Reflection Planes
*****************
These special types of Probe object are suited to smooth planar surfaces.
They basically capture the whole scene with a flipped camera.
Using reflection planes is really heavy on the render time
because the scene needs to be rendered as many times as there is Reflection Planes in the view.
Unless Screen Space Reflection is enabled,
Reflection Planes only work on specular surfaces that have their roughness around 0.
If Screen Space Reflection is enabled, Reflection Planes will serve as support buffers.
This accelerates the tracing process and completes the missing data from the view space.
This also make reflection more correct for the affected surfaces that have medium roughness and
disturbed normals (i.e. normal maps).
.. note::
Subsurface Scattering, Screen Space Reflections and
Volumetrics are not supported inside Reflection Plane's reflection.
Placement
=========
If Backface Culling is not enabled, snapping the Reflection Plane to the planar surface
will effectively capture the underside of the surface.
You can manually move the Reflection Plane above the surface enough for it to not appear in the capture.
Alternatively you can put a floor object inside a collection and
use this collection as a Visibility Collection (inverted) inside the Reflection Plane's probe settings.
.. reference::
:Panel: :menuselection:`Object Data --> Probe`
Distance
A probe object only influences the lighting of nearby surfaces.
This influence zone is defined by the Distance parameter and object scaling.
The influence distance varies is a bit, depending on the probe type.
For Reflection Planes the influence distance is the distance from the plane.
Only surfaces whose normals are aligned with the Reflection Plane will receive the captured reflection.
Falloff
Percentage of the influence distance during which the influence of a probe fades linearly.
Also defines how much shading normals needs to be aligned with the plane to receive reflections.
Clipping Offset
Define how much below the plane the near clip is when capturing the scene.
Increasing this can fix reflection contact problems.
Visibility Collection
In some cases, it is useful to limit which objects appear in the light probe's captured lighting.
For instance, an object that is too close to a capture point might be better excluded.
This is what the visibility collection does.
Only objects that are in this collection will be visible when this probe will capture the scene.
There is also an option to invert this behavior and effectively hide the objects inside this collection.
.. note::
This is only a filtering option.
That means that if an object is not visible at render time it won't be visible during the probe render.
.. note::
Due to a limitation, dupli-objects cannot be hidden by using this option.
Viewport Display
================
.. reference::
:Panel: :menuselection:`Object Data --> Viewport Display`
Influence
Show the influence bounds in the 3D Viewport.
Arrow Size
Size of the arrow showing the reflection plane normal.
Show Preview Plane
Show the captured reflected image onto a fully reflective plane in the 3D Viewport.

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******************
Light Probe Sphere
******************
A light probe sphere records the light incomming from many directions at a single location.
They are used for smooth and semi-rough reflections.
Sphere probes smoothly blend to light probe volume lighting for completely diffuse reflections.
If *Raytracing* is turned on, they are used as a fallback if a ray misses.
.. note::
In both usages, the light probe spheres are shadowed by light probe volume.
This is done in order to reduce light leaking in shadowed areas and reduce the need to
setup more light probe spheres.
Adjusting their resolution is done inside the :doc:`Scene data </render/eevee/scene_settings>` panel.
The world also has an internal light probe sphere with a resolution that can be adjusted
in the :doc:`World data </render/eevee/world_settings>` panel.
.. reference::
:Panel: :menuselection:`Object Data --> Probe`
Type
Shape of the influence volume. Can be set to Sphere or Box.
Radius
A probe object only influences the lighting of nearby surfaces.
This influence zone is defined by the size parameter and object scaling.
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Delete Select the, this can just describe what the property does

Delete `Select the`, this can just describe what the property does
Falloff
Percentage of the influence distance in which the influence of a probe fades linearly.
Capture
=======
.. note::
In the viewport, capture only happens if an update is detected on the light probe data or position.
For renders, the capture happens at the start of each frame.
Clipping
Define the near and far clip distances when capturing the scene.
Custom Parallax
===============
.. reference::
:Panel: :menuselection:`Object Data --> Custom Parallax`
By default, the influence volume is also the parallax volume.
The parallax volume is a volume on which the recorded light is projected.
It should roughly fit it surrounding area. In some cases it may be better to
adjust the parallax volume without touching the influence parameters.
In this case, enable the *Custom Parallax* and
change the shape and radius of the parallax volume independently.
fclem marked this conversation as resolved
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Remove just (doesn't really help, a bit informal/odd sounding)

Remove `just` (doesn't really help, a bit informal/odd sounding)
Viewport Display
================
Data
Show the captured light using a reflective sphere of the given size.
Clipping
Show the clipping distance in the 3D Viewport.
Influence
Show the influence bounds in the 3D Viewport. The inner sphere is where the falloff starts.
Parallax
Show the *Custom Parallax* shape in the 3D Viewport.

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******************
Light Probe Volume
******************
A volume probe records the light incomming from all directions at many locations inside a volume.
The light is then filtered and only the diffuse light is recorded.
The capture point positions are visible as an overlay when the Irradiance Volume object is selected.
If an object is not inside any Irradiance Volume, or if the indirect lighting has not been baked,
the world's diffuse lighting will be used to shade it.
.. tip::
- When lighting indoor environments, try to align grids with the room shape.
- Try not to put too much resolution in empty areas or areas with a low amount of lighting variation.
- Bad samples can be fixed by adding a smaller grid near the problematic area.
- Large scenes may require using many volumes with different level of details.
.. reference::
:Panel: :menuselection:`Object Data --> Probe`
Intensity
Intensity factor of the recorded lighting.
Making this parameter anything other than 1.0 is not physically correct.
To be used for tweaking, animating or artistic purposes.
Sampling Bias
=============
Normal Bias
Offset sampling of the irradiance grid in the surface normal direction to reduce light bleeding.
Can lead to specular appearance of diffuse surface if set too high.
View Bias
Offset sampling of the irradiance grid in the viewing direction to reduce light bleeding.
Can lead to view dependant result if set too high. Prefer this if camera is static.
Facing Bias
When set to zero, avoids capturing points behind the shaded surface to bleed light onto
the shaded surface. This produces non-smooth interpolation when the capture resolution is high.
Increasing this bias will make the interpolation smoother but also introduce some light bleeding.
Validity & Dilation
===================
During the baking process, a validity score is assigned to each capture point.
This score is based on the number of back-faces hit when capturing the incoming lighting.
Only materials with *Single Sided* turned on for Light Probe Volumes will reduce the validity score.
Validity Threshold
Capture points with validity below this threshold will be ignored during lighting interpolation.
This remove the influence of capture points trapped inside closed geometry, reducing the artifacts they produced.
Dilation Threshold
Capture points with validity below this threshold will have their data replaced using valid neighbors.
Dilation radius
Radius in capture points in which to search for a valid neighbor.
.. _eevee-lightprobe-volume-bake:
Bake
====
Light probe volume light data is static and needs to be manually baked.
Once baked, the data is stored inside the object data-block and can be moved, animated and linked
between blender files.
.. note::
Baking uses the render visibility of the objects in the scene.
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prevent -> prevents

`prevent` -> `prevents`
During baking, the scene is converted into a different representation to accelerate light transport.
This representation can be very memory intensive and prevents baking if it cannot fit inside the GPU memory.
There are a few way to deal with this issue:
- Larger scenes should be divided into smaller sections or use different level of details.
- Reduce *Surfel Resolution*.
- Turn off the light probe volume visibility option on objects that have little to no effect in the bake.
.. tip::
The internal scene representation can be inspected using the `Debug Value` 3, 4 and 5.
Resolution
Spatial resolution for volumetric light probes is determined per probe.
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light sample -> light samples

`light sample` -> `light samples`
The local volume is divided into a regular grid of the specified dimensions.
The lighting will be captured for each cell in this grid.
Bake Samples
Number of ray directions to evaluate when baking.
This increases the baking time proportionally to the size of the scene representation.
Surfel Resolution
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quality. Have a huge -> quality, but have a huge

`quality. Have a huge` -> `quality, but have a huge`
Number of surfels to spawn in one local unit distance.
Higher values increase quality, but have a huge impact on memory usage.
.. tip::
A good value is twice the maximum *Resolution*.
Capture
=======
Capture Distance
Distance around the light probe volume that will be captured during the bake.
A distance of 0 will only considered the inside of the volume.
World Contribution
Bake incoming light from the world instead of just visibility for more accurate lighting,
but lose correct blending to surrounding irradiance volumes.
Indirect Light Contribution
Capture light bounces from light source.
Emission Contribution
Capture emissive surfaces when baking.
Clamping
========
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from light object -> from the light object

`from light object` -> `from the light object`
Clamp Direct
Clamp incoming direct light. 0.0 disables direct light clamping.
Here direct light refers to the light that bounces only once (from the light object)
or light coming from emissive materials.
Clamp Indirect
Clamp incoming indirect light. 0.0 disables indirect light clamping.
Here indirect light refers to the light that bounces off a surface after the first bounce (from the light object)
or during the first bounce if the light comes from emissive materials.
.. tip::
Setting *Clamp Indirect* to a very non-zero value will effectively only record the first light bounce leading.
Offset
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location. First by -> location, first by

`location. First by` -> `location, first by`
======
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not so far bellow -> not too far below

`not so far bellow` -> `not too far below`
In order to reduce artifacts caused by bad capture point positioning,
the bake process adjusts their location before capturing light.
It moves the capture points slightly away from surrounding surfaces and tries to move them out of objects
if they are not too far bellow the surface.
Surface Offset
Distance to move the capture points away from surfaces.
Search Distance
Distance to search for valid capture positions if the capture point is near the back-face of a single-sided object.
.. note::
Only materials with *Single Sided* turned on for Light Probe Volumes will move capture point position.
Viewport Display
================
Data
Show the captured light using small diffuse spheres of the given size.
Influence
Show the influence bounds in the 3D Viewport. The inner sphere is where the falloff starts.
Clipping
Show the clipping distance in the 3D Viewport.

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**************
Light Settings
**************
.. reference::
:Panel: :menuselection:`Properties --> Light`
:menuselection:`Shader Editor --> Sidebar --> Options`
Besides lighting from the background and materials with emission shaders,
lights are another way to add light into the scene.
The difference is that they are not directly visible in the rendered image,
and can be more easily managed as objects of their own type.
See :doc:`Light settings </render/lights/light_object>` for settings common to all renderers.
.. _bpy.types.Light.shadow:
Shadow
======
EEVEE uses a technique called *Virtual Shadow Mapping* along with *Shadow Map Raytracing*.
*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::
- The error message *Shadow buffer full* means that the system cannot allocate enough shadow memory.
Increasing the :ref:`Shadow Pool Size <bpy.types.SceneEEVEE.shadow_pool_size>` or
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>`.
.. _bpy.types.Light.use_shadow_jitter:
Jitter
Enable jittered soft shadows to increase shadow precision.
Has a high performance impact as the shadow map cannot be cached and needs to be updated for each render sample.
.. note::
The effect isn't visible by default in the viewport. See :ref:`render settings <bpy.types.SceneEEVEE.use_shadow_jitter_viewport>`.
.. _bpy.types.Light.shadow_jitter_overblur:
Overblur
Apply shadow tracing to each jittered sample to reduce under-sampling artifacts.
.. 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 :abbr:`PCF (Percentage Closer Filtering)` with a circular kernel.
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
Minimum size of a shadow map pixel. Higher values use less memory at the cost of shadow quality.
Higher values also speed-up rendering of heavy scenes.
Each shadow is scaled depending on the shadowed pixel on screen. This can create very sharp shadows
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.
.. hint::
With this option enabled, the following equation can be used to set the *Resolution Limit* with a desired resolution:
.. math::
resolution\_limit = 2 * \sqrt{2} / resolution
The :math:`2 * \sqrt{2}` refers to the unit cube diagonal and :math:`resolution` refers to the desired resolution (e.g. 1024px).
.. note::
The setting :ref:`Absolute Resolution Limit <bpy.types.Light.use_absolute_resolution>` does not exist for Sun Light.
Influence
=========
These parameters modulate the intensity of the light depending on the shader type.
These are meant for artistic control, and any value other than 1.0 breaks :abbr:`PBR (Physically Based Rendering)` rules.
.. _bpy.types.Light.diffuse_factor:
Diffuse
Diffuse reflection intensity multiplier.
.. _bpy.types.Light.specular_factor:
Glossy
Glossy light intensity multiplier.
.. _bpy.types.Light.transmission_factor:
Transmission
Transmission light intensity multiplier.
.. _bpy.types.Light.volume_factor:
Volume Scatter
Volume light intensity multiplier.
.. _bpy.types.Light.use_custom_distance:
Custom Distance
===============
If enabled, uses :ref:`Distance <bpy.types.Light.cutoff_distance>` as the custom attenuation distance
instead of global Light Threshold. In order to avoid long setup times, this distance is first computed
automatically based on a light threshold.
The distance is computed at the light origin and using the inverse square falloff.
.. _bpy.types.Light.cutoff_distance:
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.
.. seealso::
Global :ref:`Light Threshold <bpy.types.SceneEEVEE.light_threshold>`.

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**************
Light Settings
**************
.. reference::
:Panel: :menuselection:`Properties --> Light`
:menuselection:`Shader Editor --> Sidebar --> Options`
Next to lighting from the background and any object with an emission shader,
lights are another way to add light into the scene.
The difference is that they are not directly visible in the rendered image,
and can be more easily managed as objects of their own type.
Common
======
:doc:`Light settings </render/lights/light_object>` for all renderers.
.. _bpy.types.Light.use_custom_distance:
.. _bpy.types.Light.cutoff_distance:
EEVEE
=====
Specular
Specular Light intensity multiplier. Use it for artistic control. Defines the intensity with which the light object
will be visible in reflections on the surface of specular objects, like metals or mirrors.
Setting this to 0 will make the light object disappear from specular reflections. Keep it exactly at 1.0 for
photo-realistic results.
Custom Distance
If enabled, uses *Distance* as the custom attenuation distance instead of global Light Threshold.
In order to avoid long setup times, this distance is first computed
automatically based on a light threshold. The distance is computed
at the light origin and using the inverse square falloff.
Distance
Specifies where light influence will be set to 0.
.. seealso::
Global :doc:`Light Threshold </render/eevee/render_settings/shadows>`.
.. note::
The light's *Power*/*Strength* affect both specular and diffuse light.
.. _bpy.types.*Light.shadow:
Shadows
=======
Common Parameters
-----------------
Clip Start
Distance from the light object at which the shadow map starts.
Any object which is closer to the light than Clip Start will not cast shadows.
*Clip Start* is only available for point, spot and area lights.
Bias
Bias applied to the depth test to reduce self-shadowing artifacts.
This determines, what size of surface details (for example, bumps) will cast shadows on the object itself.
If this value is low, small bumps will cast shadows on the object's surface.
This might cause jagged shadow edge between the sunny and shadowy side of the object,
but it can be smoothed out by turning on :doc:`Soft Shadows </render/eevee/render_settings/shadows>`
Contact Shadows
---------------
This type of shadow exists to fix light leaking caused by bias or shadow map undersampling.
It uses the depth buffer to find occluders (just like Screen Space Reflections).
However, just like Screen Space Reflections it has the same limitations,
namely, unknown object thickness and effect disappearing at screen edges.
.. tip::
The distance of action of Contact Shadows should remain quite small.
They are not accurate enough to shadow the entire scene.
Distance
World space distance in which to search for screen space occluder.
Bias
Bias applied to the ray tracing to reduce self-shadowing artifacts.
Thickness
Pixel thickness used to detect occlusion, treating any potential occluder as this thick.
.. _eevee-cascaded-shadow-map:
Cascaded Shadow Map
-------------------
Sun lights usually illuminate a large scene with many objects, some close, some far away.
To optimize shadow calculation in this situation, a technique called Cascaded Shadow Maps is used.
The distance between the camera's near clip and far clip point is divided into as many equal intervals
(called cascades) as you set the Count parameter below.
For each cascade a different resolution shadow will be displayed: higher resolution for closer cascades and lower
resolution for distant ones.
Do note that cascade shadow maps are always updated because they depend on the camera position or your view origin in
the 3D-Viewport. This means they have a high performance impact.
.. note::
In orthographic view the cascades cover the whole depth range of the camera
with an evenly distributed shadow precision.
Count
Number of cascades to use. More cascades means better shadow precision but a lower update rate.
Fade
When the Fade is greater than 0, the size of each cascade (distance interval) is increased so that neighboring
cascades overlap. Then a fade is applied in the overlapping region to provide a smooth transition between cascades.
Higher values mean the cascade's size is increased more, which decreases the available shadow resolution
inside the cascade since some of it is used in the overlapping region.
Max Distance
Distance away from the view origin (or camera origin if in camera view) to cover by the cascades.
If the view far clip distance is lower than Max Distance, the view far clip distance will be used.
Only works in perspective view.
Distribution
Puts more resolution towards the near clip plane. Only works in perspective view.
.. seealso:: :ref:`Limitations <eevee-limitations-shadows>`.
Limitations
===========
- Unlike in Cycles, the *Size* of spot lights does not change the softness of the cone.

View File

@ -1,11 +1,10 @@
#############
Materials
Limitations
#############
.. toctree::
:maxdepth: 2
introduction.rst
limitations.rst
nodes_support.rst
settings.rst

View File

@ -25,35 +25,33 @@ Cameras
Lights
======
- Only 128 active lights can be supported by EEVEE in a scene.
- Only 8 Shadowed sun lights can be supported at the same time.
- As of now, lights can only have one color and do not support light node trees.
- Lights can only have one color and do not support light node trees.
- 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
============
- EEVEE only supports up to 128 active Reflection Cubemaps.
- EEVEE only supports up to 64 active Irradiance Volumes.
- EEVEE only supports up to 16 active Reflection Planes inside the view frustum.
- 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
=================
- Volumetrics don't receive light from Irradiance Volumes but do receive world's diffuse lighting.
- EEVEE does not support "specular to diffuse" light bounces nor "specular to specular" light bounces.
- All specular lighting is turned off during baking.
- Light probe capture does not support specular reflections. Specular energy is treated as diffuse.
.. _eevee-limitations-shadows:
Shadows
=======
- Only 128 active lights can be supported by EEVEE in a scene.
- Only 8 Shadowed sun lights can be supported at the same time.
- *Shadow Map Raytracing* can produce light leaking because of overlapping shadow casters.
This can be mitigated by using lower :ref:`step count <bpy.types.SceneEEVEE.shadow_step_count>`, enabling
:ref:`jitter <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:`Resolution Limit<bpy.types.Light.shadow_maximum_resolution>`.
.. _eevee-limitations-volumetrics:
@ -62,10 +60,8 @@ Volumetrics
- Only single scattering is supported.
- Volumetrics are rendered only for the camera "rays". They don't appear in reflections/refractions and probes.
- Volumetrics don't receive light from Irradiance Volumes but do receive diffuse lighting from the world.
- Volumetric shadowing only work in volumetrics. They won't cast shadows onto solid objects in the scene.
- Volumetric shadowing only work for volumes inside the view frustum.
- Volumetric lighting do not respect the lights shapes. They are treated as point lights.
.. _eevee-limitations-dof:
@ -73,15 +69,16 @@ Volumetrics
Depth of Field
==============
- Alpha blended surfaces cannot be correctly handled by the post-processing blur,
- Blended materials cannot be correctly handled by the post-processing blur,
but will be correctly handled by the sample-based method. For this, you need to
disable the post-process depth of field by setting the *Max Size* to 0.
.. _eevee-limitations-screenspace:
Screen Space Effects
====================
EEVEE is not a ray tracing engine and cannot do ray-triangle intersection.
Ray-triangle intersection is not currently supported.
Instead of this, EEVEE uses the depth buffer as an approximated scene representation.
This reduces the complexity of scene scale effects and enables a higher performance.
However, only what is in inside the view can be considered when computing these effects.
@ -93,94 +90,41 @@ These limitations creates a few problems:
This can be partially fixed by using the *overscan* feature.
- Screen space effects lack deep information (or the thickness of objects).
This is why most effects have a thickness parameter to control how to consider potential intersected pixels.
- Objects behind other objects (occluded) are not considered by these effects.
- Blended surfaces are not considered by these effects.
They are not part of the depth prepass and do not appear in the depth buffer.
- Objects that a part of :ref:`Holdout Collections <bpy.ops.outliner.collection_holdout_set>`
will not be rendered with screen space effects.
.. _eevee-limitations-ao:
.. _eevee-limitations-raytracing:
Ambient Occlusion
-----------------
- Objects are treated as infinitely thick, producing overshadowing if the *Distance* is really large.
.. _eevee-limitations-reflections:
Screen Space Reflections
------------------------
- Only one glossy BSDF can emit screen space reflections.
- The evaluated BSDF is currently arbitrarily chosen.
- Screen Space Reflections will reflect transparent objects and objects using Screen Space Refraction
but without accurate positioning due to the one layer depth buffer.
.. _eevee-limitations-refraction:
Screen Space Refraction
-----------------------
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.
- Only opaque and alpha hashed materials can be refracted.
.. _eevee-limitations-sss:
Subsurface Scattering
---------------------
- Only one BSSRDF can produce screen space subsurface scattering.
- The evaluated BSSRDF is currently arbitrarily chosen.
- A maximum of 254 different surfaces can use subsurface scattering.
- Only scaling is adjustable per pixel. Individual RGB radii are adjustable in the socket default value.
- Input radiance from each surfaces are not isolated during the blurring,
leading to light leaking from surface to surface.
Motion Blur
===========
:doc:`Motion Blur </render/eevee/render_settings/motion_blur>`
is only available in final renders and is not shown in the 3D Viewport
and thus :ref:`Viewport Renders <bpy.ops.render.opengl>`.
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.
.. _eevee-limitations-materials:
Materials
=========
Refractions
Refraction is faked by sampling the same reflection probe used by the Glossy BSDFs,
but using the refracted view direction instead of the reflected view direction.
Only the first refraction event is modeled correctly.
An approximation of the second refraction event can be used for relatively thin objects using Refraction Depth.
Using Screen Space refraction will refract what is visible inside the view,
and use the nearest probe if there is no hit.
Screen Space Reflections and Ambient Occlusion are not compatible with Screen Space Refraction;
they will be disabled on the surfaces that use it.
Surfaces that use Screen Space Refraction will not appear in Screen Space Reflections at the right place.
Surfaces that use Screen Space Refraction will not cast Ambient Occlusion onto other surfaces.
Volume Objects
Object volume shaders will affect the whole bounding box of the object.
The shape of the volume must be adjusted using procedural texturing inside the shader.
Shader Nodes
============
- All BSDF's are using approximations to achieve realtime performance
so there will always be small differences between Cycles and EEVEE.
- 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 into triangles.
See :ref:`Displacement <bpy.types.Material.displacement>` for a workaround.
.. seealso::
For a full list of unsupported nodes see :doc:`Nodes Support </render/eevee/materials/nodes_support>`.
For a full list of unsupported nodes see :doc:`Nodes Support </render/eevee/limitations/nodes_support>`.
Memory Management
@ -221,4 +165,4 @@ multiple :abbr:`GPU (Graphic Processing Unit, also known as Graphics Card)` syst
Headless Rendering
==================
There is currently no support for using EEVEE on headless systems (i.e. without a Display Manager).
Headless rendering is not supported on headless Windows systems.

View File

@ -19,8 +19,10 @@ These nodes are only available if EEVEE is the active render engine. These nodes
Shader to RGB
-------------
EEVEE supports the conversion of BSDF outputs into color inputs to make any kind of custom shading.
EEVEE supports the conversion of BSDF outputs into color inputs to make a wide variety of custom shading.
This is supported using the :doc:`Shader to RGB </render/shader_nodes/converter/shader_to_rgb>` node.
This node evaluates the lighting of the BSDFs connected to it just like a *Blended* material and inherits
its limitation.
Specular BSDF
@ -51,24 +53,18 @@ Although most BSDFs are supported, many of them are approximations and are not f
Diffuse BSDF
Roughness is not supported. Only Lambertian diffusion is supported.
Emission
Treated as indirect lighting and will only show up in :abbr:`SSR (Screen Space Reflection)`\ s and Probes.
Glass / Refraction BSDF
Does not refract lights. Does not support Beckmann distribution.
See :ref:`Refraction limitations <eevee-limitations-refraction>`.
Only supports GGX and Multiscatter GGX distribution.
See :ref:`Raytracing limitations <eevee-limitations-raytracing>`.
Glossy BSDF
Does not support Beckmann and Ashikhmin-Shirley distributions.
Only supports GGX and Multiscatter GGX distributions.
Subsurface Scattering
Random Walk sampling is not supported. Per color channel Radius is specified by the default socket value.
Any link plugged into this socket gets ignored.
Texture Blur is not accurate for any value other than 0.0 and 1.0.
Random Walk sampling, IOR and Anisotropic are not supported.
Transparent BSDF
Transparency will only have an effect if the Material blend mode is not Opaque.
Colored and additive transparency are only compatible with "Alpha Blend" mode.
Colored and additive transparency are only compatible with blended modes.
Translucent BSDF
Does not diffuse the light inside the object. It only lights the object with reversed normals.
@ -89,8 +85,7 @@ Principled Volume
Same as Volume Scatter. See :ref:`Volume Limitation <eevee-limitations-volumetrics>`.
Holdout
Partially supported, using :ref:`Blend Modes <bpy.types.Material.blend_method>`
other than *Alpha* may give incorrect results.
Partially supported, using dithered mode may give incorrect results.
Anisotropic BSDF
Not supported.
@ -114,9 +109,6 @@ Input Nodes
Ambient Occlusion
The *Only Local* option is not supported.
Camera Data
EveHair Inforything is compatible.
Geometry
Pointiness is not supported.
@ -132,37 +124,26 @@ Attribute
Bevel
Not supported.
Fresnel
Everything is compatible.
Curves Info
The Random output uses a different :abbr:`RNG (Random Number Generator)` algorithm.
Range and statistical distribution of the values should be the same but the values will be different.
Layer Weight
Everything is compatible.
Light Path
EEVEE has no real concept of rays. But in order to ease the workflow between Cycles and EEVEE
some of the outputs are only supported in particular cases.
This node makes it possible to tweak indirect lighting in the shader.
Only a subset of the outputs are supported and the ray depth does not exactly have the same meaning.
In order for the *Is Camera*, *Is Shadow*, *Is Diffuse*, and *Is Glossy* outputs to work,
the object must be inside an :doc:`Irradiance Volume </render/eevee/light_probes/irradiance_volumes>`
and :doc:`/render/eevee/render_settings/indirect_lighting` must be baked.
- *Is Camera*: Supported.
- *Is Shadow*: Supported.
- *Is Diffuse*: Supported.
- *Is Glossy*: Supported.
- *Is Diffuse*: Set to 1.0 when baking light probe volume. Otherwise is set to 0.0.
- *Is Glossy*: Set to 1.0 when baking light probe sphere or plane. Otherwise is set to 0.0.
- *Is Singular*: Not supported. Same as Is Glossy.
- *Is Reflection*: Not supported. Same as Is Glossy.
- *Is Transmission*: Not supported. Same as Is Glossy.
- *Ray Length*: Not supported. Defaults to 1.0.
- *Ray Depth*: Indicates the current bounce when baking the light cache.
- *Diffuse Depth*: Same as Ray Depth but only when baking diffuse light.
- *Glossy Depth*: Same as Ray Depth but only when baking specular light.
- *Ray Depth*: Not supported. Defaults to 0.0.
- *Diffuse Depth*: Partially supported. Set to 1.0 when baking light probe volume. Otherwise is set to 0.0.
- *Glossy Depth*: Partially supported. Set to 1.0 when baking light probe sphere or plane. Otherwise is set to 0.0.
- *Transparent Depth*: Not supported. Defaults to 0.
- *Transmission Depth*: Not supported. Same as Glossy Depth.
@ -171,15 +152,9 @@ Light Path
*Is Glossy* does not work with Screen Space Reflections/Refractions
but does work with reflection planes (whether used with SSR or not).
Object Info
Everything is compatible.
Particle Info
Not supported.
Tangent
Everything is compatible.
Texture Coordinate
*From Instancer* is not supported.
@ -218,12 +193,3 @@ Other Nodes
Light Falloff
Not supported.
Bump
Imprecision due to less precise derivatives.
Displacement/Vector Displacement
Not supported.
Material Output
Displacement output behavior is broken compared to Cycles.

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@ -0,0 +1,198 @@
*****************
Material Settings
*****************
.. reference::
:Panel: :menuselection:`Properties --> Material --> Settings`
.. seealso::
While EEVEE shares the same material node system as Cycles, not all features are supported.
See :ref:`Shader nodes limitations <eevee-limitations-materials>`.
Pass Index
==========
Index number for the *Material Index* :doc:`render pass </render/layers/passes>`.
This can be used to give a mask to a material which then can be read with
the :doc:`ID Mask Node </compositing/types/mask/id_mask>` in the Compositor.
.. note::
:doc:`Volume Objects </modeling/volumes/introduction>` dp not support the pass index.
.. _bpy.types.Material.surface:
Surface
=======
Backface Culling
Backface Culling hides the back side of faces.
This option should be turned on whenever it is possible, as it has an impact on performance.
Camera
Use back face culling to hide the back side of the face.
Shadow
Use back face culling when casting shadows.
Light Probe Volume
Use back face culling when baking light probe volumes.
Additionally helps rejecting capture point inside the object to avoid light leaking.
.. seealso::
:doc:`Light Probe Volume </render/eevee/light_probes/volume>`.
.. _bpy.types.Material.displacement:
Displacement
------------
Displacement Type
Controls how the displacement output from the shader node tree is used.
:Bump Only:
Use Bump Mapping to simulated the appearance of displacement.
This only modifies the shading normal of the object. Vertex position is not affected.
fclem marked this conversation as resolved
Review

and fallback to -> and falls back to

`and fallback to` -> `and falls back to`
:Displacement Only:
This mode is not supported and falls back to *Displacement and Bump*.
:Displacement and Bump:
Combination of true displacement and bump mapping for finer details.
Vertex position is modified.
.. note::
This type of displacement is not precomputed. It has a performance impact multiplied by the
render sample count. However, the evaluation is much faster than doing it using geometry
nodes or a displacement modifier.
.. note::
Displacing flat shaded geometry will split adjacent faces.
This can be worked around by passing the vertex normals as a custom attribute.
Max Displacement
The maximum distance a vertex can be displaced when using true displacement.
Displacements over this threshold may cause visibility issues.
These visibility issues can be observed when the object is out of view at the edge of screen
with parts being displaced inside the view. The object would then disappear because of camera culling.
This can also produce missing shadow updates where the displaced geometry is.
.. _bpy.types.Material.use_transparent_shadow:
Transparent shadows
Use transparent shadows for this material if it contains a Transparent BSDF.
Disabling will render faster but not give accurate shadows.
.. _bpy.types.Material.render_method:
Render Method
Controls the blending and the compatibility with certain features.
:Dithered:
Allows for grayscale hashed transparency, and compatible with render passes and raytracing.
Also know as deferred rendering.
:Blended:
Allows the colored transparency, but incompatible with render passes and raytracing.
Also known as forward rendering.
Dithered Layers
---------------
When using *Dithered* render method, the materials are rendered in layers.
Each layer can only transmit (e.g. refract) light emitted from previous layers.
If no intersection with the layers below exists, the transmissive BSDFs will fallback to light probes.
Raytraced Transmission
Use raytracing to determine transmitted color instead of using only light probes.
This prevents the surface from contributing to the lighting of surfaces not using this setting.
Sorting Problem
---------------
When using *Blended* render method, the order in which the color blending happens is important as it
fclem marked this conversation as resolved
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As of now can be removed, the documentation should always just refer to the current state/version

`As of now` can be removed, the documentation should always just refer to the current state/version
can change the final output color. EEVEE does not support per-fragment (pixel) sorting or per-triangle sorting.
Only per-object sorting is available and is automatically done on all transparent surfaces based on object origin.
Opaque surfaces (i.e. that have no transparency) will still have correct sorting regardless of the render method.
.. tip::
fclem marked this conversation as resolved
Review

How about mentioning the Sort Elements geometry node here too? ;)

How about mentioning the `Sort Elements` geometry node here too? ;)
Face order can be adjusted in edit mode by using :doc:`sort element </modeling/meshes/editing/mesh/sort_elements>`
or using :doc:`geometry node </modeling/geometry_nodes/geometry/operations/sort_elements>`.
.. note::
fclem marked this conversation as resolved
Review

these objects -> objects

`these objects` -> `objects`
Per-object sorting has a performance cost and having thousands of
objects in a scene will greatly degrade performance.
.. _bpy.types.Material.use_transparency_overlap:
Transparency Overlap
If enabled, all transparent fragments will be rendered.
If disabled, only the front-most surface fragments will be rendered.
This option can be disabled to fix sorting issues caused by blending order.
Only available for the *Blended* render method.
.. _bpy.types.Material.thickness:
Thickness
---------
This feature is used to approximate the inner geometry structure of the object without heavy computation.
This is currently used for Subsurface, Translucent BSDF, Refraction BSDF and the nodes containing them.
If no value is plugged into the output node, a default thickness based on the smallest dimension of the object is computed.
If a value is connected it will be used as object space thickness (i.e. scaled by object transform).
A value of zero will disable the thickness approximation and treat the object as having only one interface.
fclem marked this conversation as resolved
Review

Capitalize list items

Capitalize list items
.. note::
- The thickness is used to skip the inner part of the object.
- Refraction will not refract objects inside the thickness distance.
- Shadow casting object will not cast shadow within the thickness distance.
.. tip::
- For large or compound meshes (e.g. vegetation), the thickness should be set to the thickness of individual parts (e.g. leaves, grass blades).
- Thickness can be baked to textures or custom attributes for more accurate result.
Thickness Mode
Determines what model to use to approximate the object geometry.
:Sphere:
Approximate the object as a sphere whose diameter is equal to the thickness defined by the node tree.
This is more suited to objects with rounder edges (e.g. a monkey head), and is perfectly suited to spheres.
:Slab:
Approximate the object as an infinite slab of thickness defined by the node tree.
This is more suited to very flat or thin objects (e.g. glass panels, grass blades).
From Shadow
Use the shadow maps from shadow casting lights to refine the thickness defined by the material node tree.
This takes the minimum thickness between the shadow map and the material node tree value.
This is useful for objects where pre-computation is difficult (e.g. complex meshes), impossible
(e.g. procedural geometry with displacement) or just impractical.
However, this will have a performance impact that scale with the number of render samples.
.. _bpy.types.Material.volume:
Volume
======
Intersection
Determines which inner part of the mesh will produce volumetric effect.
:Fast:
Each face is considered as a medium interface. Gives correct results for manifold geometry
that contains no inner part.
:Accurate:
Faces are considered as medium interface only when they have different consecutive facing.
Gives correct results as long as the max ray depth is not exceeded. Has significant memory
overhead compared to the fast method.

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@ -1,25 +0,0 @@
************
Introduction
************
EEVEE's materials system uses the same node based approach as :doc:`Cycles </render/materials/index>`.
Nodes Support
=============
Due to realtime constraints, not all Cycles features are available in EEVEE.
See :doc:`/render/eevee/materials/nodes_support`.
Performance
===========
Performance is highly dependent on the number of BSDF nodes present in the node tree.
.. tip::
Prefer using the Principled BSDF instead of multiple BSDF nodes because EEVEE is optimized for it.
.. seealso:: :ref:`Limitations <eevee-limitations-materials>`.

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@ -1,170 +0,0 @@
*****************
Material Settings
*****************
.. reference::
:Panel: :menuselection:`Properties --> Material --> Settings`
.. _bpy.types.Material.use_backface_culling:
Backface Culling
================
Backface Culling hides the back side of faces.
.. _bpy.types.Material.blend_method:
Blend Mode
==========
After calculating the color of a surface, the blend mode defines how it is added to the color buffer.
Depending on this, the final color will be different.
.. note::
Alpha Blending is considered a "Transparent" blend mode
and has implications regarding screen space effects.
Opaque
The previous color will be overwritten by the surface color.
The alpha component is ignored. This is the fastest option.
Alpha Clip
The previous color will be overwritten by the surface color,
but only if the alpha value is above the *Clip Threshold* value.
Alpha Hashed
The previous color will be overwritten by the surface color,
but only if the alpha value is above a random clip threshold.
This statistical approach is noisy but is able to approximate alpha blending without any sorting problem.
Increasing the sample count in the render settings will reduce the resulting noise.
Alpha Blending
Use alpha blending to overlay the surface color on top of the previous color.
Sorting Problem
---------------
When writing to the color buffer using transparent blend modes,
the order in which the color blending happens is important as it can change the final output color.
As of now EEVEE does not support per-fragment (pixel) sorting or per-triangle sorting.
Only per-object sorting is available and is automatically done on all transparent surfaces based on object origin.
.. note::
Per-object sorting has a performance cost and having thousands of
these objects in a scene will greatly degrade performance.
.. _bpy.types.Material.show_transparent_back:
Show Backface
If enabled, all transparent fragments will be rendered.
If disabled, only the front-most surface fragments will be rendered.
Disable this option to ensure correct appearance of transparency from any point of view.
When using *Alpha Blending* this option should be disabled because with *Alpha Blending*,
the order in which triangles are sorted is important.
.. _bpy.types.Material.shadow_method:
Shadow Mode
===========
Type of shadows used for a transparent surface.
EEVEE does not support colored shadow maps.
Half transparent shadows can be produced by using hashed transparent shadows and
a larger Soft value on the shadow map.
.. note::
This option does not change the behavior of contact shadows which are traced using the depth buffer.
If the material is writing to the depth buffer
(in other words, if the blend mode is set to either *Opaque*, *Alpha Clip* or *Alpha Hashed*),
contact shadows will be cast by the surface material regardless of the *Transparent Shadow* type.
None
The surface will not cast any shadow.
Opaque
The surface will cast shadows like an opaque surface.
Alpha Clip
The surface will cast shadows like an opaque surface,
but only areas where the alpha value is above the *Clip Threshold* value.
Alpha Hashed
The surface will cast shadows like an opaque surface,
but only areas where the alpha value is above a random threshold.
.. _bpy.types.Material.alpha_threshold:
Clip Threshold
==============
Threshold value for Alpha Clip mode in *Blend Mode* and *Shadow Mode*.
Screen Space Refraction
=======================
Enabling Screen Space Refraction on a surface means that refraction BSDFs
will do a ray trace against the depth buffer to find the most accurate refracted color.
This has a big performance cost if the surface covers a lot of pixels.
Screen Space Reflections and Ambient Occlusion are not compatible with Screen Space Refraction.
They will be disabled on the surfaces that use it.
Surfaces that use Screen Space Refraction will not appear in Screen Space Reflections at the right place.
Surfaces that use Screen Space Refraction will not cast Ambient Occlusion onto other surfaces.
If this option is disabled or if the Screen Space Refraction ray tracing fails,
the refracted ray will use the color of the nearest probe.
.. _bpy.types.Material.use_screen_refraction:
Screen Space Refraction
Enables screen space refraction.
.. _bpy.types.Material.refraction_depth:
Refraction Depth
If Refraction Depth is not 0.0, all refraction BSDFs in the shader will act as if
the object is a thin slab of the refraction material having this thickness.
This will model a second refraction event that will double the absorption color and
start the refraction ray after this second event.
This option greatly increases the quality of thin glass objects.
.. _bpy.types.Material.use_sss_translucency:
Subsurface Translucency
=======================
EEVEE's Subsurface Scattering algorithm works by blurring the irradiance in screen space.
This means that if no visible part of the surface is lit, the effect disappears.
However, true Subsurface Scattering goes beneath the surface and can travel a large distance.
This is why a human ear lit from behind appears red on the front side.
That is what this effect mimics. This translucency approximation only works
with lights that have shadow maps and only on Subsurface BSDFs (not the Translucency BSDFs).
It does not work with indirect lighting. The soft parameter of the shadow maps also affects this effect.
Pass Index
==========
Index number for the *Material Index* :doc:`render pass </render/layers/passes>`.
This can be used to give a mask to a material which then can be read with
the :doc:`ID Mask Node </compositing/types/mask/id_mask>` in the Compositor.
.. note::
:doc:`Volume Objects </modeling/volumes/introduction>` are not supported.

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@ -0,0 +1,11 @@
###################
Object Settings
###################
Settings for objects and object data.
.. toctree::
:maxdepth: 2
object_data.rst

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@ -0,0 +1,44 @@
******
Object
******
Ray Visibility
--------------
Objects can be set to be invisible to particular ray types.
This can be used, for example, to make an emitting mesh invisible to camera rays.
For instanced objects, visibility is inherited; if the parent object is hidden for some ray types,
the children will be hidden for these too.
In terms of performance, using these options is more efficient that using a shader node setup
that achieves the same effect.
.. _bpy.types.Object.visible_shadow:
Shadow
Enables the object to cast shadows. The object will not be capture inside the shadow maps.
Light Probes
------------
Objects can be set to not be captured by certain :doc:`light probe </render/eevee/light_probes/introduction>`.
This can be used, for example, to avoid animated object being recorded into static light probes.
For instanced objects, visibility is inherited; if the parent object is hidden for some ray types,
the children will be hidden for these too.
.. _bpy.types.Object.hide_probe_volume:
Volume
Makes the object visible during light probe volumes :ref:`baking <eevee-lightprobe-volume-bake>`.
.. _bpy.types.Object.hide_probe_sphere:
Sphere
Makes the object visible during light probe sphere capture.
.. _bpy.types.Object.hide_probe_plane:
Plane
Makes the object visible during light probe plane capture.

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@ -1,40 +0,0 @@
.. _bpy.types.SceneEEVEE.gtao:
*****************
Ambient Occlusion
*****************
Ambient occlusion is computed using :abbr:`GTAO (Ground Truth Ambient Occlusion)` and applied to indirect lighting.
The bent normal option will make the diffuse lighting come from only the least occluded direction.
Ambient occlusion can be rendered as a separate pass in the Render Layers panel.
.. note::
This effect needs to be enabled for the :doc:`Ambient Occlusion </render/shader_nodes/input/ao>` node to work.
.. reference::
:Panel: :menuselection:`Render --> Ambient Occlusion`
Distance
Distance of object that contributes to the ambient occlusion effect.
Factor
Blend factor for the ambient occlusion effect.
Trace Precision
Increases precision of the effect but introduces more noise and lowers the maximum trace distance.
Increased precision also increases the performance cost.
Lower precision will also miss occluders and lead to undershadowing.
Bent Normals
Compute the least occluded direction.
This direction can be used to sample the diffuse irradiance in a more realistic way.
Bounce Approximation
An approximation to simulate light bounces giving less occlusion on brighter objects.
It only takes into account the surface color and not its surroundings.
This is not applied to the ambient occlusion pass.
.. seealso:: :ref:`Limitations <eevee-limitations-ao>`.

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@ -1,30 +0,0 @@
.. _bpy.types.SceneEEVEE.bloom:
*****
Bloom
*****
Bloom is a post-process effect that diffuses very bright pixels. This mimics lens artifacts of real cameras.
This allows a better sense of what the actual intensities of the pixels are.
.. reference::
:Panel: :menuselection:`Render --> Bloom`
Threshold
Filters out pixels under this level of brightness.
Knee
Makes transition between under/over-threshold gradual.
Radius
Bloom spread distance.
Color
Color applied to the bloom effect.
Intensity
Blend factor.
Clamp
Maximum intensity a bloom pixel can have.

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@ -0,0 +1,45 @@
********
Clamping
********
.. reference::
:Panel: :menuselection:`Render --> Clamping`
.. _bpy.types.SceneEEVEE.clamp_surface_direct:
.. _bpy.types.SceneEEVEE.clamp_surface_indirect:
Surface
_______
Direct Light
This option limits the maximum light intensity a surface can reflect.
It reduces :term:`Aliasing` noise and :term:`Fireflies` at the cost of accuracy.
Setting this option to 0.0 disables clamping altogether.
Lower values have a greater effect on the resulting image than higher values.
Indirect Light
Similar to **Direct Light** but limits the maximum light intensity reflected using ray-tracing and light-probes.
.. note::
These options provide a way to limit :term:`Fireflies` and :term:`Aliasing` of highly reflective surfaces and dense volumes.
However, note that as you clamp out such values, other bright lights will be dimmed as well.
Care must be taken when using this setting to find a balance between mitigating fireflies and
losing intentionally bright parts.
.. _bpy.types.SceneEEVEE.clamp_volume_direct:
.. _bpy.types.SceneEEVEE.clamp_volume_indirect:
Volume
______
Direct Light
The same as *Surface Direct Light* but for volume direct lighting.
Indirect Light
The same as *Surface Direct Light* but for volume indirect lighting.

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@ -48,14 +48,6 @@ Neighbor Rejection
Lower values will improve the performance but will also reduce the quality of highlights.
Brightness is in the scene's referred color space.
Denoise Amount
This will reduce the flickering by clamping the color of
each pixels to their neighborhood's average instead of their maximum.
Higher values gives more stable results but may darken the scene.
High Quality Slight Defocus
Increase the quality of almost in-focus regions.
Jitter Camera
Randomize the camera position for every scene render sample to increase precision.
Enabling this option can change the scene's actual sample count.

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@ -7,7 +7,7 @@ Filter Size
Due to limited resolution of images and computer screens, pixel filters are needed to avoid :term:`Aliasing`.
This is achieved by slightly blurring the image to soften edges.
This Setting controls home much the image is softened;
This Setting controls how much the image is softened;
lower values give more crisp renders, higher values are softer and reduce aliasing.
Transparent

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@ -8,16 +8,12 @@
:maxdepth: 2
sampling.rst
grease_pencil.rst
ambient_occlusion.rst
bloom.rst
clamping.rst
raytracing.rst
volumes.rst
curves.rst
depth_of_field.rst
subsurface_scattering.rst
screen_space_reflections.rst
motion_blur
volumetrics.rst
performance.rst
hair.rst
shadows.rst
indirect_lighting.rst
motion_blur.rst
film.rst
performance.rst
grease_pencil.rst

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@ -1,73 +0,0 @@
.. _bpy.ops.scene.light_cache:
.. _bpy.types.SceneEEVEE.gi:
*****************
Indirect Lighting
*****************
While not strictly correct, all lighting that is not coming straight out
from a light object is considered as indirect lighting in EEVEE.
That means distant :term:`HDRI` lighting (or World) is considered as indirect lighting.
Mesh objects using an Emission node are also considered as indirect lighting.
In EEVEE, indirect lighting is separated into two component: Diffuse and Specular.
Both have different needs and representation. For efficiency,
the indirect lighting data is precomputed on demand into a static lighting cache.
As of now the light cache is static and needs to be computed before rendering.
It cannot be updated per frame (unless via scripting).
This limitation is being worked on and will be removed in future versions.
Only view independent lighting can be baked. This is why Reflection Planes are not stored inside the light cache.
The visibility and collections used during the baking process are the ones in the current Active View Layer.
To enable light bounces through large environments, the light baking process can be run multiple times
while injecting the previous bake result into the bake.
Light bounces only concerns diffuse lighting.
.. reference::
:Panel: :menuselection:`Render --> Indirect Lighting`
Auto Bake
Enabling this option will trigger baking when a probe is changed; useful when positioning probes objects.
Diffuse Bounces
Number of bounces to compute when baking the diffuse irradiance.
Total baking time is more or less multiplied by the number of bounce.
Cubemap Size
Size of the reflection cubemaps.
Diffuse Occlusion
Each irradiance sample also stores a shadow map that is used to minimize indirect light leaking.
This parameter defines the size of this shadow map.
Irradiance Smoothing
Smooths irradiance interpolation but introduces light bleeding.
The irradiance visibility term can make the lighting not interpolate smoothly on some surfaces.
This setting relaxes the weight of that interpolation.
Clamp Glossy
Clamp pixel intensity to reduce noise inside glossy reflections from reflection cubemaps (0 is disabled).
Filter Quality
Takes more samples during cubemap filtering to remove artifacts. For now, this only has an effect on cubemaps.
Display
=======
Cubemap Size
Display the Reflection Cubemaps present in the cache directly in the 3D Viewport.
Irradiance Size
Display the Irradiance Samples present in the cache in the 3D Viewport.
.. note::
Cache data display only works in the 3D Viewport and
only if the viewport uses world lighting in Material Preview or Rendered mode.

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@ -15,8 +15,8 @@ both in a movie frame and in a photograph from a real-world camera.
.. note::
Motion blur is only available in final renders and is not shown in the 3D Viewport
and thus :ref:`Viewport Renders <bpy.ops.render.opengl>`.
Motion blur is only visible in the viewport during animation playback and uses a simpler
algorithm than final render. Same thing applies to :ref:`Viewport Renders <bpy.ops.render.opengl>`.
Position
Controls at what point the shutter opens in relation to the current frame.
@ -35,33 +35,6 @@ Background Separation
Used by the post-process blur to avoid blurring the background over the foreground.
Lower values will reduce background bleeding onto foreground elements.
Max Blur
Maximum blur distance a pixel can spread over.
A value of 0 will disable the post-process blur and only use the accumulation blur.
.. note::
High maximum blur values may also reduce the quality.
EEVEE uses a fast post-process vector blur using a vector motion pass.
This blurs the image between three time steps using pixel velocity.
This technique is fast and produces clean gradients, but issues can occur at object borders
or if the motion is locally too complex;
for example, if there are many vector variations in a small area.
This technique uses random sampling and the noise amount is proportional to the sample count found in
:menuselection:`Properties --> Render --> Sampling --> Render Samples`.
.. note::
Memory usage (VRAM) will be three times higher for objects using deformation motion blur
if using post-process blur.
.. note::
Alpha blended surface or volumetric effects will not have the correct velocity and will not
be correctly blurred by this technique. Use the accumulation blur for that.
Steps
This controls the number of steps used by the accumulation blur and thus its accuracy.
More steps means longer render time.
@ -79,6 +52,9 @@ Steps
By adding more steps you can also reduce the *Max Blur* options because the post-process blur
has to cover a smaller distance.
Shutter Curve
Use a custom shutter curve.
Example
=======

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@ -12,3 +12,31 @@ Performance
High Quality Normals
Uses higher precision normals and tangents which can improve
visual quality for dense meshes with high frequency textures at the cost of memory.
Memory
======
.. _bpy.types.SceneEEVEE.shadow_pool_size:
Shadow Pool Size
A bigger pool size allows for more shadows in the scene but might not fit into GPU memory and decreases performance.
Increasing it might fix the *Shadow buffer full* error.
.. seealso::
:ref:`Shadow documentation <bpy.types.Light.shadow>`
.. _bpy.types.SceneEEVEE.gi_irradiance_pool_size:
Light Probes Volume Pool Size
A bigger pool size allows for more irradiance grids in the scene but might not fit into GPU memory and decreases performance.
Viewport
========
.. _bpy.types.RenderSettings.preview_pixel_size:
Pixel Size
Option to control the resolution for viewport rendering.
Allows you to speed up viewport rendering, which is especially useful for displays with high DPI.

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.. _bpy.types.SceneEEVEE.raytracing:
**********
Raytracing
**********
.. reference::
:Panel: :menuselection:`Render --> Raytracing`
The ray-tracing pipeline goal is to increase the accuracy of surface indirect lighting.
This is done by generating ray from each :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
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>`.
Method
Determine the tracing method used to find scene-ray intersections and indirect lighting.
:Light Probe:
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This option is has -> This option has
but rely -> but relies

`This option is has` -> `This option has` `but rely` -> `but relies`
Use light-probe spheres and planes to find scene intersection.
This option has the lowest tracing cost but relies on manually placed light-probes.
:Screen-Trace:
Trace ray against the screen depth buffer. Fallback to light-probes if ray exits the view.
Resolution
Resolution at which the ray-tracing is performed.
Lower options will be faster and use less memory but will produce blurrier results.
Max Roughness
Maximum roughness a :abbr:`BSDF (Bidirectional Scattering Distribution Function)` can have to use ray-tracing.
BSDFs with higher roughness will progressively use the *Fast GI Approximation*.
A value of 1 will raytrace every surfaces and disable the Fast GI.
Screen Tracing
______________
These settings control the behavior of the screen space ray-tracing.
They are only visible if *Screen-Trace* is the active tracing *Method*.
Precision
Higher values increase precision of the screen space ray-tracing but lower the maximum trace distance.
Increased precision also increases performance cost.
Thickness
How thick to consider the pixels of the depth buffer during the tracing.
Higher values will stretch the reflections and add flickering. Lower values may make the ray miss surfaces.
Denoising
_________
Denoising can be enabled to reduce the amount of noise from the raw ray-traced output.
This can help image stability but will also over-blur the final ray-traced output.
Spatial Reuse
Reuse the rays from neighbor pixels.
Can introduce some light leaks across surfaces.
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last ray tracing results -> the last ray tracing results
introduce a lot of color bias -> introduces color bias
making render converge -> making renders converge

`last ray tracing results` -> `the last ray tracing results` `introduce a lot of color bias` -> `introduces color bias` `making render converge` -> `making renders converge`
Temporal Accumulation
Accumulate samples by re-projecting the last ray tracing results.
This removes :term:`Fireflies` but also introduces color bias.
Useful for viewport temporal stability or making renders converge faster.
Bilateral Filter
Blur the resolved ray-traced output using a bilateral filter.
Fast GI Approximation
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Remove This

Remove `This`
_____________________
Fast GI Approximation is a fallback to the ray-tracing pipeline for
:abbr:`BSDF (Bidirectional Scattering Distribution Function)` with high roughness.
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Will inherit what?

Will inherit what?
It produces a less noisy output and captures bounce lighting more efficiently than individually traced rays.
This is currently implemented as a screen space effect and will inherit all associated :ref:`limitations <eevee-limitations-screenspace>`.
Method
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the methods -> the method

`the methods` -> `the method`
Determine the method used to compute the fast GI approximation.
:Ambient Occlusion:
Use scene intersections to shadow the distant lighting from light-probes.
This is the fastest option.
:Global Illumination:
Compute global illumination taking into account light bouncing off surrounding objects.
Resolution
Resolution at which the fast GI is computed.
Lower options will be faster and use less memory but will produce blurrier results.
Ray Count
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Amount of GI ray per pixels -> Number of GI rays per pixel

`Amount of GI ray per pixels` -> `Number of GI rays per pixel`
Number of GI rays per pixel at the specified *Resolution*.
Higher values will reduce noise.
Step Count
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Amount of screen sample -> Number of screen samples

`Amount of screen sample` -> `Number of screen samples`
Number of screen samples per GI ray.
Higher values will reduce the noise amount and increase the quality.
.. tip::
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With higher step count -> With a higher step count
reflect of block -> reflect or block
loosing -> losing

`With higher step count` -> `With a higher step count` `reflect of block` -> `reflect or block` `loosing` -> `losing`
With a higher step count, there is less chance to miss other surfaces that could reflect or block the light.
This means that the Fast GI *Thickness* parameters can be tweaked to lower values without losing too much light bounce energy.
Precision
Higher values increase the precision of the scene intersections with the GI rays.
Increased precision also increases performance cost.
Distance
If non-zero, the maximum distance at which other surfaces will contribute to the fast GI approximation.
Thickness Near
Geometric thickness of the surfaces when computing fast GI and ambient occlusion.
Reduces light leaking and missing contact occlusion.
The effectiveness decreases proportionally to the distance from the shading point, following the inverse square law.
Thickness Far
Angular thickness of the surfaces when computing fast GI and ambient occlusion.
Reduces energy loss and missing occlusion of far geometry.
Higher values will make the very thin objects block or reflect too much light.

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@ -13,12 +13,71 @@ TAA is sample based so the more samples the more aliasing is reduced at the cost
:Panel: :menuselection:`Render --> Sampling`
Viewport
========
Samples
The number of samples to use in the 3D Viewport.
When setting this to zero the viewport will be resampled continuously.
Render
The number of samples to use in the final render.
.. _bpy.types.SceneEEVEE.use_taa_reprojection:
Viewport Denoising
Reduces noise while moving the viewport or during animation playback.
Temporal Reprojection
Reduces noise while moving the viewport or during animation playback. Can leave some ghosting.
.. _bpy.types.SceneEEVEE.use_shadow_jitter_viewport:
Jittered Shadows
Enable jittered shadows on the viewport.
Jittered shadows are always enabled for final renders.
This also affects shadows casted by transparent shadows.
Render
======
Samples
The number of samples to use in the final render.
.. _eevee-shadow-raytrace:
Shadows
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Amount of -> Number of

`Amount of` -> `Number of`
=======
.. _bpy.types.SceneEEVEE.shadow_ray_count:
Shadow Rays Count
Number of 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
Number of shadow map sample per shadow ray.
Higher step count results in softer shadows but have a higher cost.
.. _bpy.types.SceneEEVEE.volumetric_shadow:
Volumetric Shadows
Approximate light absorption of the surrounding volume objects. This makes the volumes more opaque to light.
This is a very computationally expensive option and has limitations.
.. seealso:: :ref:`Volume Limitations <eevee-limitations-volumetrics>`.
Volumetric Shadows Steps
Number of steps to compute volumetric shadowing.
Advanced
========
.. _bpy.types.SceneEEVEE.light_threshold:
Light Threshold
Minimum light intensity for a light to contribute to the lighting.
Used to compute the distance at which to cut-off lights influence.
Lower values improve performance.
.. seealso::
:ref:`Custom Distance <bpy.types.Light.use_custom_distance>` overrides this setting.

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.. _bpy.types.SceneEEVEE.ssr:
************************
Screen Space Reflections
************************
If this effect is enabled, all Materials will use the depth buffer and
the previous frame color to create more accurate reflection than reflection probes.
If a *Reflection Plane* is near a reflective surface,
it will be used as the source for tracing rays more efficiently and fix the partial visibility problem.
.. figure:: /images/render_eevee_render-settings_screen-space-reflections_planar-reflection-combo.jpg
However, the reflected color will not contain the following effects:
Subsurface scattering, volumetrics, screen space reflections, screen space refractions.
.. reference::
:Panel: :menuselection:`Render --> Screen Space Reflections`
Refractions
Screen space refractions work the same way as screen space reflections and use the same parameters.
But they are not enabled by default on all surfaces.
Enabling it will have a small performance cost.
You need to enable them in :menuselection:`Material Properties --> Settings`.
Materials using screen space refractions will not cast screen space reflections.
Half Resolution Trace
Use half resolution ray tracing. Only cast a ray for every fourth pixel.
Enabling this option drastically reduces video memory usage and increases performance at the cost of quality.
Trace Precision
Increases precision of the ray tracing but introduces more noise and lowers the maximum trace distance.
Increased precision also increases performance cost.
Thickness
How thick to consider the pixels of the depth buffer during the tracing.
Higher values will stretch the reflections and add flickering. Lower values may make the ray miss surfaces.
Edge Fading
Smoothly fade out the reflected and refracted pixels if they are close to a screen edge.
The unit is in screen percentage.
Clamp
Clamp the reflected color intensity to remove noise and :term:`Fireflies`.
.. seealso:: :ref:`Limitations <eevee-limitations-reflections>`.

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@ -1,60 +0,0 @@
.. _bpy.types.SceneEEVEE.shadow:
*******
Shadows
*******
These settings influence shadows which appear on objects because there is another object (the occluder)
between them and a Light. EEVEE uses a technique called Shadow Mapping to calculate these shadows.
A shadow map is calculated by looking around from the position of each Light and finding the objects
which are closest to the Light. These objects are called the nearest occluders.
Everything which is behind (or, you can say, covered by) the nearest occluders will be in shadow.
The shadow map is a cube (hence the term "cubemap") and the Light is in the middle of this cube.
The cube has six sides and each side is divided into a grid.
You can set the resolution of the grid (for example, 512 × 512 pixels) with the *Cube Size* setting below.
During shadow calculation, the nearest occluders are only searched at grid points but not between grid points.
Because of this, the edge of the calculated shadow will appear pixelated at low Cube Size settings.
.. note::
Settings for the shadows and illumination caused by light bouncing between objects (indirect lighting)
can be found on the Indirect Lighting tab.
.. reference::
:Panel: :menuselection:`Render --> Shadows`
Cube Size
Number of pixels on one side of the shadow cube-map (see above)
used to calculate the shadow of Point, Area and Spot lights.
If you want to make the edge of shadows less pixelated, then increase this value.
But be aware that this increases memory usage and decreases performance since a 512 px cube-map
has 6 × 512 × 512 pixels in it.
Cascade Size
Size of one cascade used by *Cascaded Shadow Maps*. This is only for Sun lights.
High Bitdepth
This option can help reduce some artifacts due to float imprecision inside the shadow maps.
This option effectively doubles the memory usage of shadow maps and will slow down their update.
Soft Shadows
Randomize the shadow map's origin to create soft shadows. It needs a lot of samples to get rid of the banding.
Light Threshold
The minimum amount of light for a light to contribute for lighting.
This light threshold does not take the light shape into account and may not suit every case.
That is why Blender provides a :ref:`per-light override <bpy.types.Light.cutoff_distance>`
where you can just set the cut off distance.
The influence distance is also used as shadow far clip distance, which might affect how shadows look.
This influence distance does not affect sun lights that still have a far clip distance.
.. seealso::
:ref:`Custom Distance <bpy.types.Light.cutoff_distance>`.
.. note::
The Soft Shadows method is not physically based and will not match Cycles for very large lights.

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@ -1,31 +0,0 @@
.. _bpy.types.SceneEEVEE.sss:
*********************
Subsurface Scattering
*********************
This effect mimics real subsurface scattering by blurring the diffuse lighting in screen space.
.. reference::
:Panel: :menuselection:`Render --> Subsurface Scattering`
Samples
Number of samples to compute the scattering effect.
Jitter Threshold
For the effect to be efficient, samples need to be coherent and not random.
This can lead to a cross-shaped pattern when the scattering radius is high.
Increasing the Jitter Threshold will rotate the samples below this radius percentage
in a random pattern in order to hide the visible pattern.
This affects the performance if the scattering radius is large.
.. note::
:ref:`Subsurface Translucency <bpy.types.Material.use_sss_translucency>`
needs to be enabled in order to make the light go through an object
(like simulating a human ear lit from behind).
This option only works with shadowed lights and does not work with indirect lighting.
.. seealso:: :ref:`Limitations <eevee-limitations-sss>`.

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@ -0,0 +1,46 @@
.. _bpy.types.SceneEEVEE.volumetric:
***********
Volumetrics
***********
EEVEE simulates volumetric scattering by evaluating all volume objects inside the view frustum.
To achieve this, EEVEE uses several 3D textures which have a high video memory usage.
The texture dimensions can be tweaked using the *Resolution* and *Steps* parameters.
.. reference::
:Panel: :menuselection:`Properties --> Render --> Volumetrics`
Resolution
Controls the quality of the volumetric effects. Lower resolution increases video memory usage and quality.
Steps
Number of steps to compute volumetric effects. Higher count increases video memory usage and quality.
These samples are distributed along the view depth (view Z axis).
Distribution
Blend between linear and exponential sample distribution. Higher values put more samples near the camera.
Max Depth
Maximum surface intersection count used by accurate volume intersection method.
Will create artifacts if it is exceeded.
Custom Range
============
When working with volume objects, EEVEE automatically computes the best depth range where to compute
the volume sampling and lighting.
In certain situations, this isn't enough and produces sub-optimal sampling which increases noise.
This is particularly the case when using a volume shader inside the *World* or when working with large number of volume objects.
The custom depth range can be enabled to restrict the computation of volumes to a certain range along the camera depth and thus increase precision.
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In certain situation -> In certain situations

`In certain situation` -> `In certain situations`
Start
Start distance of the volumetric effect.
End
End distance of the volumetric effect.
.. seealso:: :ref:`Limitations <eevee-limitations-volumetrics>`.

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@ -1,60 +0,0 @@
.. _bpy.types.SceneEEVEE.volumetric:
***********
Volumetrics
***********
EEVEE simulates volumetric scattering by evaluating all volume objects inside the view frustum.
To achieve this, EEVEE uses several 3D textures which have a high video memory usage.
The texture dimensions can be tweaked using the *Tile Size* and *Samples* parameters.
Object volumes have some :ref:`limitations <eevee-limitations-volumetrics>`.
.. reference::
:Panel: :menuselection:`Properties --> Render --> Volumetrics`
Start
Start distance of the volumetric effect.
End
End distance of the volumetric effect.
Tile Size
Controls the quality of the volumetric effects. Lower size increases video memory usage and quality.
This is the size in pixels of a volumetric cell.
Samples
Number of samples to compute volumetric effects. Higher count increases video memory usage and quality.
These samples are distributed along the view depth (view Z axis).
Distribution
Blend between linear and exponential sample distribution. Higher values puts more samples near the camera.
.. _bpy.types.SceneEEVEE.volumetric_light:
Volumetric Lighting
===================
Let the volume scattering scatter light in the scene.
Unnecessary if no Volume Scatter is present in the scene.
Light Clamping
Clamp light contribution of the volume scattering effect. Reduces flickering and noise.
Set to 0.0 to disable clamping.
.. _bpy.types.SceneEEVEE.volumetric_shadow:
Volumetric Shadows
==================
Approximate light absorption of the surrounding volume objects. This makes the volumes more opaque to light.
This is a very computationally expensive option and has limitations.
Samples
Number of samples to compute volumetric shadowing.
.. seealso:: :ref:`Limitations <eevee-limitations-volumetrics>`.

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@ -0,0 +1,10 @@
**************
Scene Settings
**************
Light Probes
============
Light Probe Spheres Resolution
Defines the resolution of every light probe sphere in the scene.

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@ -1,15 +0,0 @@
*****
World
*****
The world environment can emit light, ranging from a single solid color
to arbitrary textures.
In EEVEE, the world lighting contribution is first rendered and
stored in smaller resolution textures before being applied to the objects.
This makes the lighting less precise than Cycles.
.. seealso::
:doc:`Indirect Lighting </render/eevee/render_settings/indirect_lighting>`.

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@ -0,0 +1,106 @@
**************
World Settings
**************
The world environment can emit light, ranging from a single solid color
to arbitrary textures.
In EEVEE, the world lighting contribution is stored into an internal :doc:`Light Probe </render/eevee/light_probes/index>`.
This makes the lighting less precise than Cycles.
Mist Pass
=========
.. reference::
:Panel: :menuselection:`World --> Mist Pass`
.. note::
The mist pass must be enabled in the View Layer tab
of the :doc:`Properties Editor </editors/properties_editor>`
before the settings below are available in the World tab.
Mist can greatly enhance the illusion of depth in your rendering. To create mist,
Blender generates a render layer with a depth map ranging between 0.0 and 1.0
that can be used in the Compositor to generate a mist effect.
.. _bpy.types.WorldMistSettings.start:
Start
The distance from the camera at which the mist starts to fade in.
.. _bpy.types.WorldMistSettings.depth:
Depth
The distance from *Start* of the mist, that it fades in over.
Objects further from the camera than *Start + Depth* are completely hidden by the mist.
.. _bpy.types.WorldMistSettings.falloff:
Falloff
The curve function that controls the rate of change of the mist's strength further and further into the distance.
:Quadratic:
Uses the same calculation as light falloff (:math:`1\over{x^2}`) and provides the smoothest
transition from transparent (0.0) to opaque (1.0).
:Linear: Has a steeper start than quadratic (:math:`1\over{x}`).
:Inverse Quadratic:
Has the steepest start (:math:`1\over{\sqrt{x}}`) and approaches 1.0 faster than the other two functions.
.. tip::
A visualization can be activated in the :menuselection:`Camera --> Viewport Display` panel.
.. figure:: /images/render_cycles_world-settings_mist-example1-BI.jpg
Mist example
(`blend-file <https://archive.blender.org/wiki/2015/index.php/File:25-Manual-World-Mist-Example1.blend>`__).
Settings
========
.. reference::
:Panel: :menuselection:`World --> Light Probe`
Light Probe
-----------
.. _bpy.types.World.probe_resolution:
Resolution
The resolution used to store the light from the world.
This is equivalent to the resolution for light probe spheres.
.. seealso::
:doc:`Light Probe Sphere </render/eevee/light_probes/sphere>`.
Sun
---
EEVEE can separate the light from intense light sources (e.g. a sun from an outdoor :abbr:`HDRI (High Dynamic Range Imaging)`) and
replace them with a sun light. This increases the quality of the lighting as the internal light probes
alone cannot reproduce this type of lighting with enough precision.
Threshold
If non-zero, the maximum value for world contribution that will be recorded inside the world light probe.
The excess contribution is converted to a sun light.
This reduces the light bleeding caused by very bright light sources.
A value of zero will disable this feature and all lighting will be stored inside the internal light probes.
Angle
Angular diameter of the extracted sun light as seen from the Earth.
Use Shadow
Enable shadow casting on the extracted sun light.
.. seealso::
The shadow properties control the extracted sun shadows.
They are exactly the same as for a sun light object.
:doc:`Light Properties </render/eevee/light_settings>`.

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@ -187,7 +187,7 @@ Bloom
.. _bpy.types.ViewLayerEEVEE.use_pass_transparent:
Transparency
Contain :ref:`Alpha Blended <bpy.types.Material.blend_method>` surfaces,
Contain :ref:`Blended <bpy.types.Material.render_method>` surfaces,
so they can be adjusted in the compositor and later mixed with opaque passes.
This pass only supports monochromatic opacity.
@ -329,8 +329,8 @@ The passes can be combined to produce the final image as follows:
Known Limitations
=================
- Alpha blended materials are not rendered in render passes except the combined pass.
Use the *Alpha Clip* or *Alpha Hashed* as :ref:`Blending Mode <bpy.types.Material.blend_method>`
- Blended materials are not rendered in render passes except the combined pass.
Use the *Dithered* as :ref:`Render Method <bpy.types.Material.render_method>`
to render transparent materials in render passes.
- Depth of field is not rendered in render passes except the combined pass.
It is possible to add the depth of field back in the Compositor using

View File

@ -22,7 +22,7 @@ Color
Renderer Settings
=================
- :doc:`EEVEE specific settings </render/eevee/lighting>`
- :doc:`EEVEE specific settings </render/eevee/light_settings>`
- :doc:`Cycles specific settings </render/cycles/light_settings>`

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@ -14,7 +14,7 @@ Renderer Settings
While shading nodes control the appearance, these settings control the quality and algorithms
that each renderer uses to render the material.
- :doc:`EEVEE specific settings </render/eevee/materials/settings>`
- :doc:`EEVEE specific settings </render/eevee/material_settings>`
- :doc:`Cycles specific settings </render/cycles/material_settings>`

View File

@ -71,9 +71,6 @@ some of the outputs are only supported in particular cases.
This node makes it possible to tweak indirect lighting in the shader.
Only a subset of the outputs are supported and the ray depth does not exactly have the same meaning.
In order for the *Is Camera*, *Is Shadow*, *Is Diffuse*, and *Is Glossy* outputs to work,
the object must be inside an :doc:`Irradiance Volume </render/eevee/light_probes/irradiance_volumes>`
and :doc:`/render/eevee/render_settings/indirect_lighting` must be baked.
- *Is Camera*: Supported.
- *Is Shadow*: Supported.

View File

@ -36,7 +36,7 @@ Poor Performance
Render Errors
-------------
See :doc:`EEVEE </render/eevee/limitations>` and
See :doc:`EEVEE </render/eevee/limitations/index>` and
:doc:`Cycles </render/cycles/gpu_rendering>` documentation respectively.