Muestreo#
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.
Referencia
- Panel:
Vista#
- Muestras
The number of samples to use in the 3D Viewport. When setting this to zero the viewport will be resampled continuously.
- Reproyección temporal
Reduces noise while moving the viewport or during animation playback. Can leave some ghosting.
- Sombras alteradas
Enable jittered shadows on the viewport. Jittered shadows are always enabled for final renders. This also affects shadows casted by transparent shadows.
Procesar#
- Muestras
The number of samples to use in the final render.
Sombras#
- Rayos
Number of rays to trace for each light. Higher values reduces the noise caused by random shadow sampling.
- Intervalos
Number of shadow map sample per shadow ray. Higher step count results in softer shadows but have a higher cost.
- Sombras volumétricas
Aproximará la absorción de la luz de los objetos volumétricos cercanos. Esto hará que los volúmenes sean más opacos a la luz. Se trata de una opción que implica un cálculo intenso y presenta sus limitaciones.
- Intervalos
Cantidad de veces a repetir el sombreado volumétrico.
Ver también
- Resolución
Porcentaje de la resolución que usarán los mapas de sombras.
Avanzado#
- Umbral de luz
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.
Ver también
Custom Distance overrides this setting.