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manual/render/eevee/materials/settings.rst
| ***************** | ***************** | ||||
| Material Settings | Material Settings | ||||
| ***************** | ***************** | ||||
| .. reference:: | .. reference:: | ||||
| :Panel: :menuselection:`Properties --> Material --> Settings` | :Panel: :menuselection:`Properties --> Material --> Settings` | ||||
| .. _bpy.types.Material.use_backface_culling: | .. _bpy.types.Material.use_backface_culling: | ||||
| Backface Culling | Backface Culling | ||||
| ================ | ================ | ||||
| Backface Culling hides the back side of faces in the final render. | Backface Culling hides the back side of faces. | ||||
| .. _bpy.types.Material.blend_method: | .. _bpy.types.Material.blend_method: | ||||
| Blend Mode | Blend Mode | ||||
| ========== | ========== | ||||
| After calculating the color of a surface, the blend mode defines how it is added to the color buffer. | After calculating the color of a surface, the blend mode defines how it is added to the color buffer. | ||||
| Depending on this, the final color will be different. | Depending on this, the final color will be different. | ||||
| .. note:: | .. note:: | ||||
| Alpha Blending is considered a "Transparent" blend mode | Alpha Blending is considered a "Transparent" blend mode | ||||
| and has implications regarding screen space effects. | and has implications regarding screen space effects. | ||||
| Opaque | Opaque | ||||
| The previous color will be overwritten by the surface color. | The previous color will be overwritten by the surface color. | ||||
| The alpha component is ignored. This is the fastest option. | The alpha component is ignored. This is the fastest option. | ||||
| Alpha Clip | Alpha Clip | ||||
| The previous color will be overwritten by the surface color, | The previous color will be overwritten by the surface color, | ||||
| but only if the alpha value is above the clip threshold. | but only if the alpha value is above the *Clip Threshold* value. | ||||
| Alpha Hashed | Alpha Hashed | ||||
| The previous color will be overwritten by the surface color, | The previous color will be overwritten by the surface color, | ||||
| but only if the alpha value is above a random clip threshold. | but only if the alpha value is above a random clip threshold. | ||||
| This statistical approach is noisy but is able to approximate alpha blending without any sorting problem. | This statistical approach is noisy but is able to approximate alpha blending without any sorting problem. | ||||
| Increasing the sample count in the render settings will reduce the resulting noise. | Increasing the sample count in the render settings will reduce the resulting noise. | ||||
| Alpha Blending | Alpha Blending | ||||
| Show All 10 Lines | |||||
| .. note:: | .. note:: | ||||
| Per-object sorting has a performance cost and having thousands of | Per-object sorting has a performance cost and having thousands of | ||||
| these objects in a scene will greatly degrade performance. | these objects in a scene will greatly degrade performance. | ||||
| .. _bpy.types.Material.show_transparent_back: | .. _bpy.types.Material.show_transparent_back: | ||||
| Show Backside | Show Backface | ||||
| If enabled, all transparent fragments will be rendered. | If enabled, all transparent fragments will be rendered. | ||||
| If disabled, only the front-most surface fragments will be rendered. | If disabled, only the front-most surface fragments will be rendered. | ||||
| Disable this option to ensure correct appearance of transparency from any point of view. | Disable this option to ensure correct appearance of transparency from any point of view. | ||||
| When using *Alpha Blending* this option should be disabled because with *Alpha Blending*, | When using *Alpha Blending* this option should be disabled because with *Alpha Blending*, | ||||
| the order in which triangles are sorted is important. | the order in which triangles are sorted is important. | ||||
| .. _bpy.types.Material.alpha_threshold: | |||||
| .. _bpy.types.Material.shadow_method: | .. _bpy.types.Material.shadow_method: | ||||
| Shadow Mode | Shadow Mode | ||||
| =========== | =========== | ||||
| Type of shadows used for a 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 | Half transparent shadows can be produced by using hashed transparent shadows and | ||||
| a larger Soft value on the shadow map. | a larger Soft value on the shadow map. | ||||
| .. note:: | .. note:: | ||||
| This option does not change the behavior of contact shadows which are traced using the depth buffer. | This option does not change the behavior of contact shadows which are traced using the depth buffer. | ||||
| If the material is writing to the depth buffer | If the material is writing to the depth buffer | ||||
| (in other words, if the blend mode is set to either *Opaque*, *Alpha Clip* or *Alpha Hashed*), | (in other words, if the blend mode is set to either *Opaque*, *Alpha Clip* or *Alpha Hashed*), | ||||
| contact shadows will be casted by the surface material regardless of the *Transparent Shadow* type. | contact shadows will be casted by the surface material regardless of the *Transparent Shadow* type. | ||||
| None | None | ||||
| The surface will not cast any shadow. | The surface will not cast any shadow. | ||||
| Opaque | Opaque | ||||
| The surface will cast shadows like an opaque surface. | The surface will cast shadows like an opaque surface. | ||||
| Clip | Alpha Clip | ||||
| The surface will cast shadows like an opaque surface, | The surface will cast shadows like an opaque surface, | ||||
| but only areas where the alpha value is above the clip threshold. | but only areas where the alpha value is above the *Clip Threshold* value. | ||||
| Hashed | Alpha Hashed | ||||
| The surface will cast shadows like an opaque surface, | The surface will cast shadows like an opaque surface, | ||||
| but only areas where the alpha value is above a random threshold. | but only areas where the alpha value is above a random threshold. | ||||
| .. _bpy.types.Material.alpha_threshold: | |||||
| Clip Threshold | |||||
| ============== | |||||
| Threshold value for Alpha Clip mode in *Blend Mode* and *Shadow Mode*. | |||||
| Screen Space Refraction | Screen Space Refraction | ||||
| ======================= | ======================= | ||||
| Enabling Screen Space Refraction on a surface means that refraction BSDFs | Enabling Screen Space Refraction on a surface means that refraction BSDFs | ||||
| will do a ray trace against the depth buffer to find the most accurate refracted color. | will do a ray trace 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 and Ambient Occlusion are not compatible with Screen Space Refraction. | Screen Space Reflections and Ambient Occlusion are not compatible with Screen Space Refraction. | ||||
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