Supported Nodes#
Most nodes are taken from Cycles. However, some features are missing and may (or may not) be implemented in EEVEE in the future.
Ver también
EEVEE only Nodes#
These nodes are only available if EEVEE is the active render engine. These nodes will not work in Cycles.
Sombreador a RVA#
EEVEE supports the conversion of BSDF outputs into color inputs to make any kind of custom shading. This is supported using the Shader to RGB node.
Specular BSDF#
This node implements the specular workflow found in other render engines.
Other Nodes Support#
If something is not listed here, it is supported.
Nodos de sombreado#
In the general case, shader nodes should behave more or less like in Cycles. So be sure to check out the Cycles section of this manual for that.
Ver también
Although most BSDFs are supported, many of them are approximations and are not feature complete.
- Diffuse BSDF
Roughness is not supported. Only Lambertian diffusion is supported.
- Emisión
Treated as indirect lighting and will only show up in SSRs and Probes.
- Glass / Refraction BSDF
Does not refract lights. Does not support Beckmann distribution. See Refraction limitations.
- Glossy BSDF
Does not support Beckmann and Ashikhmin-Shirley distributions.
- Dispersión subsuperficial (SSS)
Random Walk sampling is not supported. Per color channel Radius is specified by the default socket value. Any link plugged into this socket gets ignored. Texture Blur is not accurate for any value other than 0.0 and 1.0.
- Transparent BSDF
Transparency will only have an effect if the Material blend mode is not Opaque. Colored and additive transparency are only compatible with «Alpha Blend» mode.
- Translucent BSDF
Does not diffuse the light inside the object. It only lights the object with reversed normals.
- BSDF Principista
Cumulative limitations from Diffuse BSDF, Glossy BSDF, Refraction BSDF and Subsurface Scattering. Anisotropy is not supported. The Sheen layer is a crude approximation.
- Volume Absorption
See Volume Limitation.
- Dispersión volumétrica
The anisotropy parameter will be mixed and averaged for all overlapping volumetric objects, which is not physically correct and differs from Cycles. Also see Volume Limitation.
- Principled Volume
Same as Volume Scatter. See Volume Limitation.
- Hueco
Partially supported, using Blend Modes other than Alpha may give incorrect results.
- Anisotropic BSDF
Not supported.
- Toon BSDF
Not supported.
- Hair BSDF
Not supported.
- BSDF Brillo
Not supported.
- Principled Hair BSDF
Not supported.
Nodos de Entrada#
- Oclusión ambiental
The sample count is not used.
- Camera Data
EveHair Inforything is compatible.
- Geometría
Pointiness is not supported.
- Random per Island
Random per Island is not supported.
- Atributo
Defaults to active UV layer. Only «density», «color», «flame» and «temperature» built-in Geometry attributes are supported. UVs and Color Attributes are supported. Only up to 8 Object or Instancer attributes per material (both types share the same limit), and 512 View Layer attributes per scene are supported.
- Biselar
Not supported.
- Fresnel
Everything is compatible.
- Curves Info
The Random output uses a different RNG algorithm. Range and statistical distribution of the values should be the same but the values will be different.
- Layer Weight
Everything is compatible.
- Trayectoria de rayo
EEVEE no utiliza el concepto real de rayos. Aún así, para facilitar el flujo de trabajo entre Cycles e EEVEE existe un soporte de algunos de los tipos de salidas de este nodo, para algunos casos específicos. Este nodo permitirá retocar la iluminación indirecta en el sombreador.
Sólo existe soporte para un subconjunto de las salidas del nodo, y asimismo el concepto de profundidad no es el mismo que en Cycles. Para que las salidas Es rayo de cámara, Es rayo de sombra, Es rayo de difusión y Es rayo difuminado funcionen, el objeto deberá encontrarse dentro de una sonda de luz de tipo Volumen y la Iluminación indirecta deberá ser capturada.
Es rayo de cámara: Soportado.
Es rayo de sombra: Soportado.
Es rayo de difusión: Soportado.
Es rayo difuminado: Soportado.
Es rayo singular: No soportado. Produce el mismo resultado que Es rayo difuminado.
Es rayo de reflexión: No soportado. Produce el mismo resultado que Es rayo difuminado.
Es rayo de transmisión: No soportado. Produce el mismo resultado que Es rayo difuminado.
Longitud del rayo: No soportado. Produce un valor de 1.0.
Profundidad del rayo: Indicará el rebote actual al capturar el caché de iluminación.
Profundidad de difusión: Igual que Profundidad del rayo, pero sólo al capturar la iluminación difusa.
Profundidad de difuminación: Igual que Profundidad del rayo, pero sólo al capturar la iluminación especular.
Profundidad de transparencia: No soportado. Produce un valor de 0.
Profundidad de transmisión: No soportado. Igual que Profundidad de difuminación.
Nota
Es rayo difuminado no funcionará con las Reflexiones/Refracciones en espacio de pantalla, pero sí lo hará con planos de reflexión (usados con reflexiones en espacio de pantalla o no).
- Información del Objeto
Everything is compatible.
- Información de partículas
Not supported.
- Tangente
Everything is compatible.
- Texture Coordinate
From Instancer is not supported.
- Mapa UV
From Instancer is not supported.
- Estructura
Pixel size option does not give exactly the same output as Cycles. The width can be a bit different.
Nodos de texturizado#
Most texture nodes are supported except for the exceptions listed below:
- IES Texture
Not supported.
- Image Texture
Smart Interpolation always uses Cubic interpolation. Artifact present using Tube or Sphere projection with linear interpolation. This is due to hardware mip-mapping and Anisotropic filtering. This kind of artifact will be also visible if the texture coordinates provided are not continuous. Using Box projection with Extend type set to Clip or Extend is not supported. Instead, it will always use Repeat.
- Point Density
Not supported.
- Sky Texture
In Nishita mode, the Sun Disc property is not supported.
Other Nodes#
- Decaimiento de las luces
Not supported.
- Bump
Imprecision due to less precise derivatives.
- Displacement/Vector Displacement
Not supported.
- Material Output
Displacement output behavior is broken compared to Cycles.