[Bf-docboard-svn] bf-manual: [9654] trunk/blender_docs/manual/render: Shader Nodes: Improve note for light path node support in Eevee

Aaron Carlisle noreply at blender.org
Mon Oct 24 01:42:33 CEST 2022


Revision: 9654
          https://developer.blender.org/rBM9654
Author:   Blendify
Date:     2022-10-24 01:42:33 +0200 (Mon, 24 Oct 2022)
Log Message:
-----------
Shader Nodes: Improve note for light path node support in Eevee

Fixes T97913

Modified Paths:
--------------
    trunk/blender_docs/manual/render/eevee/materials/nodes_support.rst
    trunk/blender_docs/manual/render/shader_nodes/input/light_path.rst

Modified: trunk/blender_docs/manual/render/eevee/materials/nodes_support.rst
===================================================================
--- trunk/blender_docs/manual/render/eevee/materials/nodes_support.rst	2022-10-23 22:13:20 UTC (rev 9653)
+++ trunk/blender_docs/manual/render/eevee/materials/nodes_support.rst	2022-10-23 23:42:33 UTC (rev 9654)
@@ -148,7 +148,10 @@
    some of the outputs are supported in particular cases.
    This node makes it possible to tweak indirect lighting in the shader.
 
-   Only a subset of the outputs is supported and the ray depth does not exactly have the same meaning:
+   Only a subset of the outputs is supported and the ray depth does not exactly have the same meaning.
+   In order for *Is Camera*, *Is Shadow*, *Is Diffuse*, and *Is Glossy* outputs to work the object
+   must be inside an :doc:`Irradiance Volume </render/eevee/light_probes/irradiance_volumes>`
+   and bake :doc:`/render/eevee/render_settings/indirect_lighting`.
 
    - *Is Camera*: Supported.
    - *Is Shadow*: Supported.
@@ -166,7 +169,7 @@
 
    .. 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 (whether used with SSR or not).
 
 Object Info

Modified: trunk/blender_docs/manual/render/shader_nodes/input/light_path.rst
===================================================================
--- trunk/blender_docs/manual/render/shader_nodes/input/light_path.rst	2022-10-23 22:13:20 UTC (rev 9653)
+++ trunk/blender_docs/manual/render/shader_nodes/input/light_path.rst	2022-10-23 23:42:33 UTC (rev 9654)
@@ -61,3 +61,35 @@
 Transmission Depth :guilabel:`Cycles Only`
    Replace a Transmission light path after X bounces with another shader, e.g. a Diffuse one.
    This can be used to avoid black surfaces, due to low amount of max bounces.
+
+
+Eevee Support
+=============
+
+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.
+This node makes it possible to tweak indirect lighting in the shader.
+
+Only a subset of the outputs is supported and the ray depth does not exactly have the same meaning.
+In order for *Is Camera*, *Is Shadow*, *Is Diffuse*, and *Is Glossy* outputs to work the object
+must be inside an :doc:`Irradiance Volume </render/eevee/light_probes/irradiance_volumes>`
+and bake :doc:`/render/eevee/render_settings/indirect_lighting`.
+
+- *Is Camera*: Supported.
+- *Is Shadow*: Supported.
+- *Is Diffuse*: Supported.
+- *Is Glossy*: Supported.
+- *Is Singular*: Not supported. Same as Is Glossy.
+- *Is Reflection*: Not supported. Same as Is Glossy.
+- *Is Transmission*: Not supported. Same as Is Glossy.
+- *Ray Length*: Not supported. Defaults to 1.0.
+- *Ray Depth*: Indicates the current bounce when baking the light cache.
+- *Diffuse Depth*: Same as Ray Depth but only when baking diffuse light.
+- *Glossy Depth*: Same as Ray Depth but only when baking specular light.
+- *Transparent Depth*: Not supported. Defaults to 0.
+- *Transmission Depth*: Not supported. Same as Glossy Depth.
+
+.. note::
+
+   *Is Glossy* does not work with Screen Space Reflections/Refractions
+   but does work with reflection planes (whether used with SSR or not).



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