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manual/render/eevee/screen_space_effects/reflections.rst
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| :Panel: :menuselection:`Render --> Screen Space Reflections` | :Panel: :menuselection:`Render --> Screen Space Reflections` | ||||
| Refractions | Refractions | ||||
| Screen space refractions work the same way as screen space reflections and use same parameters. | Screen space refractions work the same way as screen space reflections and use the same parameters. | ||||
| But they are not enabled by default on all surfaces. | But they are not enabled by default on all surfaces. | ||||
| Enabling it will have a small performance cost. | Enabling it will have a small performance cost. | ||||
| You need to enable them in :menuselection:`Material Properties --> Options`. | You need to enable them in :menuselection:`Material Properties --> Options`. | ||||
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| Materials using screen space refractions will not be able to cast screen space reflections. | Materials using screen space refractions will not be able to cast screen space reflections. | ||||
| Half Resolution Trace | Half Resolution Trace | ||||
| Use half resolution ray tracing. Only cast a ray for every fourth pixels. | Use half resolution ray tracing. Only cast a ray for every fourth pixel. | ||||
| Enabling this option reduces drastically video memory usage and increase performances at the cost of quality. | Enabling this option drastically reduces video memory usage and increases performance at the cost of quality. | ||||
| Trace Precision | Trace Precision | ||||
| Increase precision of the ray trace but introduce more noise and lower the maximum trace distance. | Increase precision of the ray trace but introduce more noise and lower the maximum trace distance. | ||||
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| =========== | =========== | ||||
| - Only one glossy BSDF can emit screen space reflections. | - Only one glossy BSDF can emit screen space reflections. | ||||
| - The chosen BSDF is currently arbitrary chosen. | - The one BSDF is currently arbitrarily chosen. | ||||
| - Only one refraction event is correctly modeled. | - Only one refraction event is correctly modeled. | ||||
| - Screen Space Reflections will reflect transparent object | - Screen Space Reflections will reflect transparent objects | ||||
| but without accurate positioning due to the one layer depth buffer. | but without accurate positioning due to the one layer depth buffer. | ||||
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