Changeset View
Changeset View
Standalone View
Standalone View
manual/render/eevee/materials/introduction.rst
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| but using the refracted view direction instead of the reflected view direction. | but using the refracted view direction instead of the reflected view direction. | ||||
| Only the first refraction event is modeled correctly. | 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. | 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 in. | Using Screen Space refraction will refract what is visible. | ||||
| Bump | Bump | ||||
| As of now, Bump mapping is supported using OpenGL derivatives which are the same for each block of 2x2 pixels. | As of now, Bump mapping is supported using OpenGL derivatives which are the same for each block of 2x2 pixels. | ||||
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| If you absolutely need to render using Bump nodes, | If you absolutely need to render using Bump nodes, | ||||
| render at twice the target resolution and downscale the final output. | render at twice the target resolution and downscale the final output. | ||||
| Volumes Objects | Volume Objects | ||||
| Object volume shaders will affect the whole bounding box of the object. | 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. | The shape of the volume must be adjusted using procedural texturing inside the shader. | ||||
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