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
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.
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
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.