Nodes Support

Most nodes are taken from Cycles. However some features are missing and may (or may not) be implemented in Eevee in the future.

Katso myös

Material.

Eevee only Nodes

These nodes are only available if Eevee is the active render engine. These nodes will not work in Cycles.

Shader to RGB

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.

Shaders Nodes

In the general case, shader nodes should behave more or less like in Cycles. So be sure to checkout Cycles manual for that.

Katso myös

Material.

Although most BSDFs are supported, most of them are approximations and are not feature complete.

Diffuse BSDF

Roughness is not supported. Only Lambertian diffusion is supported.

Emission

It is treated as indirect lighting and will only show up in SSRs and Probes.

Glass / Refraction BSDF

Does not refract lamps. Does not support Beckmann and GGX Multiscatter distribution. See limitation of Refraction.

Glossy BSDF

Does not support Beckmann, Ashikhmin-Shirley and GGX Multiscatter distribution.

Subsurface Scattering

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. If Separate Albedo is off Texture Blur will be treated as always 1.0. Texture Blur is not accurate for any value other than 0.0 and 1.0.

Transparent BSDF

Only monochromatic transparency is supported. The color input will be converted to float and used as alpha value. Transparency will only have an effect if the Material blend mode is not Opaque.

Translucent BSDF

Does not diffuse the light inside the object. It only lights the object with reversed normals.

Principled BSDF

Cumulate limitations from Diffuse BSDF, Glossy BSDF, Refraction BSDF and Subsurface Scattering. Anisotropy is not supported. Transmission Roughness is not supported. The Sheen layer is a crude approximation.

Volume Absorption

See volume Limitation.

Volume Scatter

The anisotropy parameter will be mixed and average for all overlapping volumetric objects, which is not physically correct and differs from Cycles. Also see Volume Limitation.

Principled Volume

Same as Volume Scatter. Also see volume Limitation.

Holdout

Not supported.

Anisotropic BSDF

Not supported.

Toon BSDF

Not supported.

Hair BSDF

Not supported.

Velvet BSDF

Not supported.

Principled Hair BSDF

Not supported.

Input Nodes

Ambient Occlusion

All parameters will have no effects except for Normal and Color. This is because the AO is computed before evaluating this node and it uses the scene settings for that.

Camera Data

Everything is compatible.

Geometry

Pointiness is not supported.

Attribute

Defaults to active UV layer. Only ”density”, ”color”, ”flame” and ”temperature” built-in attributes are supported. UVs and Vertex Color layers are supported.

Bevel

Not supported.

Fresnel

Everything is compatible.

Hair 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.

Light Path

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 has not exactly the same meaning:

  • 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: Indicate 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.

Muista

Is Glossy does not work with Screen Space Reflections/Refractions but does work with reflection planes (when used with SSR or not).

Object Info

Everything is compatible.

Particle Info

Not supported.

Tangent

Everything is compatible.

Texture Coordinate

From Dupli and coordinate from custom Object is not supported.

UV Map

From Dupli is not supported.

Wireframe

Pixel size option does not give exactly the same output as Cycles. The width can be a bit different.

Other Nodes

Light Falloff

Not supported.

Bump

Imprecision due to less precise derivatives.

Displacement/Vector Displacement

Not supported.

IES Texture

Not supported.

Sky 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 artifacts 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. It will always use Repeat instead.

Material Output

Displacement output behavior is broken compared to Cycles.

Wavelength

Not supported.