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manual/render/eevee/materials/nodes_support.rst
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| ------------- | ------------- | ||||
| This :doc:`node </render/eevee/materials/nodes/specular_bsdf>` implements the specular workflow | This :doc:`node </render/eevee/materials/nodes/specular_bsdf>` implements the specular workflow | ||||
| found in other render engine. | found in other render engines. | ||||
| Other Nodes Support | Other Nodes Support | ||||
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| If something is not listed here, it is supported. | If something is not listed here, it is supported. | ||||
| Shaders Nodes | Shader Nodes | ||||
| ------------- | ------------- | ||||
| In the general case, shader nodes should behave more or less like in Cycles. | In the general case, shader nodes should behave more or less like in Cycles. | ||||
| So be sure to checkout Cycles manual for that. | So be sure to check out the Cycles section of this manual for that. | ||||
| .. seealso:: | .. seealso:: | ||||
| :doc:`Material </render/cycles/nodes/types/shaders/index>`. | :doc:`Material </render/cycles/nodes/types/shaders/index>`. | ||||
| Although most BSDFs are supported, most of them are approximations and are not feature complete. | Although most BSDFs are supported, many of them are approximations and are not feature complete. | ||||
| Diffuse BSDF | Diffuse BSDF | ||||
| Roughness is not supported. Only Lambertian diffusion is supported. | Roughness is not supported. Only Lambertian diffusion is supported. | ||||
| Emission | Emission | ||||
| It is treated as indirect lighting and will only show up in :abbr:`SSR (Screen Space Reflection)`\ s and Probes. | Treated as indirect lighting and will only show up in :abbr:`SSR (Screen Space Reflection)`\ s and Probes. | ||||
| Glass / Refraction BSDF | Glass / Refraction BSDF | ||||
| Does not refract lamps. Does not support Beckmann and GGX Multiscatter distribution. See limitation of Refraction. | Does not refract lamps. Does not support Beckmann and GGX Multiscatter distribution. See limitation of Refraction. | ||||
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| See volume Limitation. | See volume Limitation. | ||||
| Volume Scatter | Volume Scatter | ||||
| The anisotropy parameter will be mixed and average for all overlapping volumetric objects, | The anisotropy parameter will be mixed and averaged for all overlapping volumetric objects, | ||||
| which is not physically correct and differs from Cycles. Also see Volume Limitation. | which is not physically correct and differs from Cycles. Also see Volume Limitation. | ||||
| Principled Volume | Principled Volume | ||||
| Same as Volume Scatter. Also see volume Limitation. | Same as Volume Scatter. Also see Volume Limitation. | ||||
| Holdout | Holdout | ||||
| Not supported. | Not supported. | ||||
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| ----------- | ----------- | ||||
| Ambient Occlusion | Ambient Occlusion | ||||
| All parameters will have no effects except for Normal and Color. | All parameters will have no effects except Normal and Color. | ||||
| This is because the AO is computed before evaluating this node and it uses the scene settings for that. | This is because the AO is computed before evaluating this node and it uses the scene settings for that. | ||||
| Camera Data | Camera Data | ||||
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| Everything is compatible. | Everything is compatible. | ||||
| Light Path | Light Path | ||||
| Eevee has no real concept of Rays. But in order to ease the workflow between Cycles and Eevee, | Eevee has no real concept of rays. But in order to ease the workflow between Cycles and Eevee | ||||
| some of the outputs are supported in particular cases. | some of the outputs are supported in particular cases. | ||||
| This node makes it possible to tweak indirect lighting in the shader. | This node makes it possible to tweak indirect lighting in the shader. | ||||
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| - *Is Reflection*: Not supported. Same as Is Glossy. | - *Is Reflection*: Not supported. Same as Is Glossy. | ||||
| - *Is Transmission*: Not supported. Same as Is Glossy. | - *Is Transmission*: Not supported. Same as Is Glossy. | ||||
| - *Ray Length*: Not supported. Defaults to 1.0. | - *Ray Length*: Not supported. Defaults to 1.0. | ||||
| - *Ray Depth*: Indicate the current bounce when baking the light cache. | - *Ray Depth*: Indicates the current bounce when baking the light cache. | ||||
| - *Diffuse Depth*: Same as Ray Depth but only when baking diffuse light. | - *Diffuse Depth*: Same as Ray Depth but only when baking diffuse light. | ||||
| - *Glossy Depth*: Same as Ray Depth but only when baking specular light. | - *Glossy Depth*: Same as Ray Depth but only when baking specular light. | ||||
| - *Transparent Depth*: Not supported. Defaults to 0. | - *Transparent Depth*: Not supported. Defaults to 0. | ||||
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| .. note:: | .. note:: | ||||
| Is Glossy does not work with Screen Space Reflections/Refractions | Is Glossy does not work with Screen Space Reflections/Refractions | ||||
| but does work with reflection planes (when used with SSR or not). | but does work with reflection planes (whether used with SSR or not). | ||||
| Object Info | Object Info | ||||
| Everything is compatible. | Everything is compatible. | ||||
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| Everything is compatible. | Everything is compatible. | ||||
| Texture Coordinate | Texture Coordinate | ||||
| From Dupli and coordinate from custom Object is not supported. | From Dupli and coordinate from Custom Object is not supported. | ||||
| UV Map | UV Map | ||||
| From Dupli is not supported. | From Dupli is not supported. | ||||
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| Smart Interpolation always uses Cubic interpolation. | Smart Interpolation always uses Cubic interpolation. | ||||
| Artifact present using Tube or Sphere projection with linear interpolation. | Artifact present using Tube or Sphere projection with linear interpolation. | ||||
| This is due to hardware mip-mapping and Anisotropic filtering. | This is due to hardware mip-mapping and Anisotropic filtering. | ||||
| This kind of artifacts will be also visible if the texture coordinates provided are not continuous. | This kind of artifact will be also visible if the texture coordinates provided are not continuous. | ||||
| Using Box projection with *Extend type* set to Clip or Extend is not supported. It will always use Repeat instead. | Using Box projection with *Extend type* set to Clip or Extend is not supported. Instead, it will always use Repeat. | ||||
| Material Output | Material Output | ||||
| Displacement output behavior is broken compared to Cycles. | Displacement output behavior is broken compared to Cycles. | ||||
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