Sampling

EEVEE uses a process called Temporal Anti-Aliasing (TAA) which reduces Aliasing. TAA is sample based so the more samples the more aliasing is reduced at the cost of performance.

Referenz

Panel:

Render ‣ Sampling

Viewport

Samples

Anzahl der Samples, die im 3D-Viewport benutzt werden sollen. Falls dieser Wert auf 0 gesetzt wird, wird der Viewport ständig neu gesampelt.

Temporal Reprojection

Reduces noise while moving the viewport or during animation playback. Can leave some ghosting.

Jittered Shadows

Enable jittered shadows on the viewport. Jittered shadows are always enabled for final renders. This also affects shadows casted by transparent shadows.

Rendern

Samples

Anzahl der Samples, die für das finale Rendering benutzt werden sollen.

Shadows

Rays

Number of rays to trace for each light. Higher values reduces the noise caused by random shadow sampling.

Steps

Number of shadow map sample per shadow ray. Higher step count results in softer shadows but have a higher cost.

Volumetric Shadows

Approximate light absorption of the surrounding volume objects. This makes the volumes more opaque to light. This is a very computationally expensive option and has limitations.

Steps

Number of steps to compute volumetric shadowing.

Siehe auch

Volume Limitations.

Resolution

Resolution percentage of shadow maps.

Advanced

Light Threshold

Minimum light intensity for a light to contribute to the lighting. Used to compute the distance at which to cut-off lights influence. Lower values improve performance.

Siehe auch

Custom Distance overrides this setting.