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manual/render/eevee/indirect_lighting.rst
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| While not strictly correct, all lighting that is not coming straight out | While not strictly correct, all lighting that is not coming straight out | ||||
| from a lamp object is considered indirect lighting in Eevee. | of a lamp object is considered indirect lighting in Eevee. | ||||
| That means distant HDRI lighting (or World) is considered as indirect lighting. | That means distant HDRI lighting (or World) is considered indirect lighting. | ||||
| Mesh objects using an Emission node is also considered as indirect lighting. | Mesh objects using an Emission node are also considered to create indirect lighting. | ||||
| In Eevee, indirect lighting is separated into two component: Diffuse and Specular. | In Eevee, indirect lighting is separated into two components: Diffuse and Specular. | ||||
| Both have different needs and representation. For efficiency, | Both have different needs and representation. For efficiency, | ||||
| the indirect lighting data is precomputed on demand into a static lighting cache. | the indirect lighting data is precomputed on demand into a static lighting cache. | ||||
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| Light Bounce | Light Bounce | ||||
| ============ | ============ | ||||
| To enable light bounces through large environment, the light baking process can be run multiple times | To enable light bounces through large environments the light baking process can be run multiple times | ||||
| while injecting previous bake result into the a bake. | while injecting the previous bake result into the a bake. | ||||
| Total baking time is more or less multiplied by the number of bounce. | Total baking time is more or less multiplied by the number of bounces. | ||||
| Light bounces only concerns diffuse lighting. | Light bounces only concerns diffuse lighting. | ||||
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| :Panel: :menuselection:`Render --> Indirect Lighting` | :Panel: :menuselection:`Render --> Indirect Lighting` | ||||
| Auto Bake | Auto Bake | ||||
| Enabling this option will trigger baking when a probe is changed. Useful when positioning probes objects. | Enabling this option will trigger baking when a probe is changed; useful when positioning probes objects. | ||||
| Diffuse Bounce | Diffuse Bounces | ||||
| Number of bounce to compute when baking the diffuse irradiance. | Number of bounces to compute when baking the diffuse irradiance. | ||||
| Cubemap Size | Cubemap Size | ||||
| Size of the reflection cubemaps. | Size of the reflection cubemaps. | ||||
| Diffuse Occlusion Size | Diffuse Occlusion Size | ||||
| Each irradiance sample also store a shadow map that is used to minimize indirect light leaking. | Each irradiance sample also stores a shadow map that is used to minimize indirect light leaking. | ||||
| This parameter define the size of this shadow map. | This parameter defines the size of this shadow map. | ||||
| Irradiance Smoothing | Irradiance Smoothing | ||||
| Smoother irradiance interpolation but introduce light bleeding. | Smooths irradiance interpolation but introduces light bleeding. | ||||
| The irradiance visibility term can make the lighting not interpolate smoothly on some surfaces. | The irradiance visibility term can make the lighting not interpolate smoothly on some surfaces. | ||||
| This relax the weights so that the interpolation. | This setting relaxes the weight of that interpolation. | ||||
| Clamp Glossy | Clamp Glossy | ||||
| Clamp pixel intensity to reduce noise inside glossy reflections from reflection cubemaps (0 to disabled). | Clamp pixel intensity to reduce noise inside glossy reflections from reflection cubemaps (0 is disabled). | ||||
| Filter Quality | Filter Quality | ||||
| Take more samples during cubemap filtering to remove artifacts. For now, only have effect on cubemaps | Takes more samples during cubemap filtering to remove artifacts. For now, only has an effect on cubemaps. | ||||
| Cubemap Display | Cubemap Display | ||||
| Display the Reflection Cubemaps present in the cache directly in the 3D View. | Display the Reflection Cubemaps present in the cache directly in the 3D View. | ||||
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| .. note:: | .. note:: | ||||
| Cache data display only works in the viewport and | Cache data display only works in the viewport and | ||||
| only if the viewport uses the world lighting in lookdev mode of in rendered mode. | only if the viewport uses world lighting in lookdev mode or is in render preview mode. | ||||
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