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:

Procesamiento ‣ Muestreo

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.

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.