Sampling – Відбір¶
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.
Reference – Довідка
- Panel – Панель:
«Рендер > Відбір» –
Viewport – Оглядвікно¶
- Samples – Вибірки
The number of samples to use in the 3D Viewport. When setting this to zero the viewport will be resampled continuously.
- Temporal Reprojection
Reduces noise while moving the viewport or during animation playback. Can leave some ghosting.
- Jittered Shadows
Enable jittered shadows on the viewport. Jittered shadows are always enabled for final renders. This also affects shadows casted by transparent shadows.
Render – Рендер¶
- Samples – Вибірки
Кількість вибірок для використання у фінальному рендері.
Shadows – Тіні¶
- Rays
Number of rays to trace for each light. Higher values reduces the noise caused by random shadow sampling.
- Steps – Кроки
Number of shadow map sample per shadow ray. Higher step count results in softer shadows but have a higher cost.
- Тіні Об’ємних – Volumetric Shadows
Approximate light absorption of the surrounding volume objects. This makes the volumes more opaque to light. This is a very computationally expensive option and has limitations.
- Steps – Кроки
Number of steps to compute volumetric shadowing.
Дивись також
- Роздільність – Resolution
Resolution percentage of shadow maps.
Advanced – Просунуто¶
- Поріг Освітлення – Light Threshold
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.
Дивись також
Custom Distance overrides this setting.