Các Nút Hỗ Trợ
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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Nút dùng trong Eevee
These nodes are only available if Eevee is the active render engine. These nodes will not work in Cycles.
Bộ Tô Bóng sang 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.
Lóng Lánh BSDF
This node implements the specular workflow found in other render engines.
Hỗ Trợ Khác Về Nút
If something is not listed here, it is supported.
Nút tô bóng
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
Roughness is not supported. Only Lambertian diffusion is supported.
- Phát Xạ
Treated as indirect lighting and will only show up in SSRs and Probes.
- BSDF Thủy Tinh / Khúc Xạ
Does not refract lights. Does not support Beckmann distribution. See Refraction limitations.
- BSDF Bóng Bẩy
Does not support Beckmann and Ashikhmin-Shirley distributions.
- Tán Xạ Dưới Bề Mặt
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
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
Does not diffuse the light inside the object. It only lights the object with reversed normals.
- BSDF Nguyên Tắc
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
See Volume Limitation.
- Tán Xạ Thể Tích
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
Same as Volume Scatter. See Volume Limitation.
- Giữ Lại
Partially supported, using Blend Modes other than Alpha may give incorrect results.
- BSDF Dị Hướng
Không hỗ trợ.
- BSDF Hoạt Họa
Không hỗ trợ.
- BSDF Tóc
Không hỗ trợ.
- BSDF Vải Nhung
Không hỗ trợ.
- BSDF Nguyên Tắc của Tóc
Không hỗ trợ.
Nút Đầu Vào
- Tính Hấp Thụ Quang Xạ Môi Trường
The sample count is not used.
- Dữ Liệu Máy Quay Phim
Everything is compatible.
- Hình Dạng
Pointiness is not supported.
- Ngẫu Nhiên Hóa Từng Hải Đảo Một
Random per Island is not supported.
- Thuộc Tính
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
Không hỗ trợ.
- Fresnen
Everything is compatible.
- Thông Tin về Tóc
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
Everything is compatible.
- Đường Đi của Ánh Sáng
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.
Ghi chú
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
Everything is compatible.
- Thông Tin về Hạt
Không hỗ trợ.
- Tiếp Tuyến
Everything is compatible.
- Tọa Độ Chất Liệu
From Instancer is not supported.
- Ánh Xạ UV
From Instancer is not supported.
- Khung Dây
Pixel size option does not give exactly the same output as Cycles. The width can be a bit different.
Các Nút Khác
- Suy Giảm của Ánh Sáng
Không hỗ trợ.
- Độ Gồ Ghề
Imprecision due to less precise derivatives.
- Dịch Hình/Dịch Hình Véctơ
Không hỗ trợ.
- Chất Liệu IES
Không hỗ trợ.
- Chất Liệu bằng Hình Ảnh
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 Vật Liệu
Displacement output behavior is broken compared to Cycles.
- Mật Độ Điểm
Không hỗ trợ.