Supported Nodes

La plupart des nodes sont pris de Cycles. Cependant certains éléments manquent et peuvent (ou non) être implémentés dans Eevee dans l’avenir.

Voir aussi

Shader Nodes.

Nodes exclusifs à Eevee

Ces nodes ne sont disponibles que si Eevee est le moteur de rendu actif. Ces nodes ne fonctionnent pas dans 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

Si quelque chose n’est pas listé ici, il est pris en charge.

Shader Nodes

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.

Voir aussi

Material.

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

Diffuse BSDF
Roughness n’est pas pris en charge. Seule la diffusion lambertienne est prise en charge.
Emission
Treated as indirect lighting and will only show up in SSRs and Probes.
Glass / Refraction BSDF
Does not refract lights. Does not support Beckmann and GGX Multiscatter distribution. See limitation of Refraction.
Glossy BSDF
Ne prend pas en charge les distributions Beckmann, Ashikhmin-Shirley et GGX Multiscatter
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. Using an Add Shader node with a Transparent BSDF node will not result in an additive blending behavior.
Translucent BSDF
Ne diffuse pas la lumière dans l’objet. Il n’éclaire que l’objet avec des normales inversées.
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 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. Also see Volume Limitation.
Holdout
Non pris en charge.
Anisotropic BSDF
Non pris en charge.
Toon BSDF
Non pris en charge.
Hair BSDF
Non pris en charge.
Velvet BSDF
Non pris en charge.
Principled Hair BSDF
Non pris en charge.
Add Shader
Using an Add Shader node with a Transparent BSDF node will not result in an additive blending behavior.

Input Nodes

Ambient Occlusion
All parameters will have no effects except Normal and Color. This is because the AO is computed before evaluating this node and it uses the scene settings for that.
Camera Data
Tout est compatible.
Geometry
Pointiness n’est pas pris en charge.
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
Non pris en charge.
Fresnel
Tout est compatible.
Hair Info
La sortie Random utilise un algorithme RNG différent. L’intervalle et la distribution statistique des valeurs devraient être les mêmes mais les valeurs seront différentes.
Layer Weight
Tout est 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.

Seul un sous-ensemble des sorties est pris en charge et la profondeur de rayon n’a pas exactement la même signification :

  • Is Camera: pris en charge.
  • Is Shadow: pris en charge.
  • Is Shadow: pris en charge.
  • Is Shadow: pris en charge.
  • Is Singular: non pris en charge. Identique à Is Glossy.
  • Is Reflection: non pris en charge. Identique à Is Glossy.
  • Is Transmission: non pris en charge. Identique à Is Glossy.
  • Ray Length: non pris en charge. Défaut à 1.0.
  • Ray Depth: Indicates the current bounce when baking the light cache.
  • Diffuse Depth: identique à Ray Depth en cas de précalcul de la lumière diffuse.
  • Glossy Depth: identique à Ray Depth mais seulement en cas de précalcul de la lumière spéculaire.
  • Transparent Depth: non pris en charge. Défaut à 0.
  • Transmission Depth: non pris en charge. Identique à Glossy Depth.

Note

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

Object Info
Tout est compatible.
Particle Info
Non pris en charge.
Tangent
Tout est compatible.
Texture Coordinate
From Instancer is not supported.
UV Map
From Instancer is not supported.
Wireframe
Pixel size option does not give exactly the same output as Cycles. The width can be a bit different.

Autres nodes

Light Falloff
Non pris en charge.
Bump
Imprécision due à des dérivés moins précis.
Displacement/Vector Displacement
Non pris en charge.
IES Texture
Non pris en charge.
Sky Texture
Non pris en charge.
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.
Material Output
Displacement output behavior is broken compared to Cycles.
Wavelength
Non pris en charge.