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manual/render/eevee/materials/nodes/shader_to_rgb.rst
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| thus makes the result unpredictable when other effects are used. | thus makes the result unpredictable when other effects are used. | ||||
| Here unpredictable means that it will not have the desired result. | Here unpredictable means that it will not have the desired result. | ||||
| This might be the case if you use effects that need temporal accumulation to converge. | This might be the case if you use effects that need temporal accumulation to converge, | ||||
| Namely ambient occlusion, contact shadows, soft shadows, screen space refraction. | namely ambient occlusion, contact shadows, soft shadows, and screen space refraction. | ||||
| For instance if you quantize the result of the ambient occlusion you will not get a fully quantized output | For instance if you quantize the result of the ambient occlusion you will not get a fully quantized output | ||||
| but an accumulation of a noisy quantized output which may or may not converge to a smooth result. | but an accumulation of a noisy quantized output which may or may not converge to a smooth result. | ||||
| (TODO 2.8 Image) | (TODO 2.8 Image) | ||||
| If a Shader to RGB node is used, any upstream BSDF will invisible to the following effects: | If a Shader to RGB node is used, any upstream BSDF will be invisible to the following effects: | ||||
| - Screen Space Reflection | - Screen Space Reflection | ||||
| - Subsurface Scattering | - Subsurface Scattering | ||||
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