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manual/render/eevee/materials/settings.rst
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| .. note:: | .. note:: | ||||
| Additive, Multiplicative and Alpha Blending are considered "Transparent" blend mode. | Additive, Multiplicative and Alpha Blending are considered "Transparent" blend modes. | ||||
| This has implications regarding screen space effects. | This has implications regarding screen space effects. | ||||
| Opaque | Opaque | ||||
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| Show Backside | Show Backside | ||||
| If enabled all transparent fragments will be rendered. | If enabled all transparent fragments will be rendered. | ||||
| If disabled, only the frontmost surface fragments will be render. | If disabled, only the frontmost surface fragments will be rendered. | ||||
| Disable this option to ensure correct appearance of transparent from any point of view. | Disable this option to ensure correct appearance of transparency from any point of view. | ||||
| Transparent Shadow | Transparent Shadow | ||||
| ================== | ================== | ||||
| Type of shadows used for this transparent surface. | Type of shadows used for a transparent surface. | ||||
| Eevee does not support colored shadow maps. | Eevee does not support colored shadow maps. | ||||
| Half transparent shadows can be produced by using hashed transparent shadows and larger Soft value on shadow map. | Half transparent shadows can be produced by using hashed transparent shadows and a larger Soft value on the shadow map. | ||||
| None | None | ||||
| The surface will not cast any shadow. | The surface will not cast any shadow. | ||||
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| will do a raytrace against the depth buffer to find the most accurate refracted color. | will do a raytrace 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. | This has a big performance cost if the surface covers a lot of pixels. | ||||
| Screen Space Reflections is not compatible with Screen Space Refraction. | Screen Space Reflection is not compatible with Screen Space Refraction. | ||||
| It will be disabled on the surfaces that uses it. | It will be disabled on the surfaces that uses it. | ||||
| Surfaces that uses Screen Space Refraction will not appear in Screen Space Reflections. | Surfaces that uses Screen Space Refraction will not appear in Screen Space Reflections. | ||||
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| the refracted ray will use the color of the nearest probe. | the refracted ray will use the color of the nearest probe. | ||||
| Screen Space Refraction | Screen Space Refraction | ||||
| Enable screen space refraction. | Enables screen space refraction. | ||||
| Refraction Depth | Refraction Depth | ||||
| If Refraction Depth is not 0.0, all refraction BSDFs in the shader will act as | If Refraction Depth is not 0.0, all refraction BSDFs in the shader will act as if | ||||
| if the object would be a thin slab of the refraction material with this thickness. | 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 | This will model a second refraction event that will double the absorption color and | ||||
| start the refraction ray after this second event. | start the refraction ray after this second event. | ||||
| This option greatly increase the quality of thin glass objects. | This option greatly increases the quality of thin glass objects. | ||||
| Subsurface Translucency | Subsurface Translucency | ||||
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| Eevee's Subsurface Scattering algorithm works by blurring the irradiance in screen space. | 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 disappear. | 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 lot of distance. | However, true Subsurface Scattering goes beneath the surface and can travel a lot of distance. | ||||
| This is why a human ear lit from behind appears red on the front side. | This is why a human ear lit from behind appears red on the front side. | ||||
| That is what this effect mimics. This translucency approximation does only work | That is what this effect mimics. This translucency approximation only works | ||||
| with lamps that have shadow maps and only on Subsurface BSDFs (not the Translucency BSDFs). | with lamps 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. | It does not work with indirect lighting. The soft parameter of the shadow maps also affects this effect. | ||||
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