Supported Nodes¶
Most nodes are taken from Cycles. However some features are missing and may (or may not) be implemented in Eevee in the future.
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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.
Other Nodes Support¶
If something is not listed here, it is supported.
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.
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Although most BSDFs are supported, many of them are approximations and are not feature complete.
- BSDF Khuếch Tán -- Diffuse BSDF
Roughness is not supported. Only Lambertian diffusion is supported.
- Phát Xạ -- 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 distribution. See Refraction limitations.
- BSDF Bóng Bẩy -- Glossy BSDF
Does not support Beckmann and Ashikhmin-Shirley distributions.
- Tán Xạ Dưới Bề Mặt -- 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. Texture Blur is not accurate for any value other than 0.0 and 1.0.
- BSDF Trong Suốt -- Transparent BSDF
Transparency will only have an effect if the Material blend mode is not Opaque. Colored and additive transparency are only compatible with "Alpha Blend" mode.
- BSDF Trong Mờ -- Translucent BSDF
Does not diffuse the light inside the object. It only lights the object with reversed normals.
- BSDF Nguyên Tắc -- Principled BSDF
Cumulative 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.
- Hấp Thụ Thể Tích -- Volume Absorption
See Volume Limitation.
- Tán Xạ Thể Tích -- 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.
- Thể Tích Nguyên Tắc -- Principled Volume
Same as Volume Scatter. See Volume Limitation.
- Giữ Chỗ Trống -- Holdout
Partially supported, using Blend Modes other than Alpha may give incorrect results.
- BSDF Dị Hướng -- Anisotropic BSDF
Not supported.
- BSDF Hoạt Họa -- Toon BSDF
Not supported.
- BSDF Tóc -- Hair BSDF
Not supported.
- BSDF Vải Nhung -- Velvet BSDF
Not supported.
- Principled Hair BSDF
Not supported.
Nút Đầu Vào -- Input Nodes¶
- Tính Hấp Thụ Quang Xạ Môi Trường -- 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.
- Dữ Liệu Máy Quay Phim -- Camera Data
Everything is compatible.
- Hình Dạng -- Geometry
Pointiness is not supported.
- Random per Island
Random per Island is not supported.
- Thuộc Tính -- Attribute
Defaults to active UV layer. Only "density", "color", "flame" and "temperature" built-in attributes are supported. UVs and Vertex Color layers are supported.
- Bo Tròn -- Bevel
Not supported.
- Fresnen -- Fresnel
Everything is compatible.
- Thông Tin về Tóc -- 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.
- Trọng Lượng Tầng -- Layer Weight
Everything is compatible.
- Đường Đi của Ánh Sáng -- 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: Indicates 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.
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Is Glossy does not work with Screen Space Reflections/Refractions but does work with reflection planes (whether used with SSR or not).
- Thông Tin Vật Thể -- Object Info
Everything is compatible.
- Thông Tin về Hạt -- Particle Info
Not supported.
- Tiếp Tuyến -- Tangent
Everything is compatible.
- Tọa Độ Chất Liệu -- Texture Coordinate
From Instancer is not supported.
- Ánh Xạ UV -- UV Map
From Instancer is not supported.
- Khung Dây -- Wireframe
Pixel size option does not give exactly the same output as Cycles. The width can be a bit different.
Other Nodes¶
- Suy Giảm của Ánh Sáng -- Light Falloff
Not supported.
- Độ Gồ Ghề -- Bump
Imprecision due to less precise derivatives.
- Displacement/Vector Displacement
Not supported.
- IES Texture
Not supported.
- Chất Liệu Hình Ảnh -- 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.
- Đầu Ra Nguyên Liệu -- Material Output
Displacement output behavior is broken compared to Cycles.
- Bước Sóng -- Wavelength
Not supported.
- Point Density
Not supported.