Các Nút Hỗ Trợ (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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Shader Nodes.

Nút dùng trong Eevee (Eevee only Nodes)

These nodes are only available if Eevee is the active render engine. These nodes will not work in Cycles.

Bộ Tô Bóng sang RGB (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.

Lóng Lánh BSDF (Specular BSDF)

This node implements the specular workflow found in other render engines.

Hỗ Trợ Khác Về Nút (Other Nodes Support)

If something is not listed here, it is supported.

Các 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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Materials.

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.

BSDF Thủy Tinh / Khúc Xạ (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.

Subsurface Scattering (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 (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 Lại (Holdout)

Partially supported, using Blend Modes other than Alpha may give incorrect results.

BSDF Dị Hướng (Anisotropic BSDF)

Không hỗ trợ.

BSDF Hoạt Họa (Toon BSDF)

Không hỗ trợ.

BSDF Tóc (Hair BSDF)

Không hỗ trợ.

BSDF Vải Nhung (Velvet BSDF)

Không hỗ trợ.

BSDF Nguyên Tắc của Tóc (Principled Hair BSDF)

Không hỗ trợ.

Nút Đầu Vào (Input Nodes)

Ambient Occlusion (Tính Hấp Thụ Quang Xạ Môi Trường)

The sample count is not used.

Dữ Liệu Máy Quay Phim (Camera Data)

EveHair Inforything is compatible.

Hình Học (Geometry)

Pointiness is not supported.

Ngẫu Nhiên Hóa Từng Hải Đảo Một (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 Color Attributes are supported.

Bevel (Bo Tròn)

Không hỗ trợ.

Fresnel

Everything is compatible.

Thông Tin về Đường Cong (Curve 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.

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 (Object Info)

Everything is compatible.

Thông Tin về Hạt (Particle Info)

Không hỗ trợ.

Tangent (Tiếp Tuyến)

Everything is compatible.

Tọa Độ Chất Liệu (Texture Coordinate)

From Instancer is not supported.

UV Map (Ánh Xạ UV)

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.

Các Nút Khác (Other Nodes)

Suy Giảm của Ánh Sáng (Light Falloff)

Không hỗ trợ.

Độ Gồ Ghề (Bump)

Imprecision due to less precise derivatives.

Dịch Hình/Dịch Hình Véctơ (Displacement/Vector Displacement)

Không hỗ trợ.

Chất Liệu IES [Illuminating Engineering Society: Hiệp Hội Kỹ Sư về Sự Chiếu Sáng] (IES [Illuminating Engineering Society] Texture)

Không hỗ trợ.

Chất Liệu bằng 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 Vật Liệu (Material Output)

Displacement output behavior is broken compared to Cycles.

Mật Độ Điểm (Point Density)

Không hỗ trợ.