Lấy Mẫu Vật (Sampling)¶
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.
Tham Chiếu (Reference)
- Panel (Bảng):
Cổng Nhìn (Viewport)¶
- Lượng Mẫu Vật (Samples)
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 (Kết Xuất)¶
- Lượng Mẫu Vật (Samples)
The number of samples to use in the final render.
Bóng Tối (Shadows)¶
- Rays
Number of rays to trace for each light. Higher values reduces the noise caused by random shadow sampling.
- Số Phân/Bước (Steps)
Number of shadow map sample per shadow ray. Higher step count results in softer shadows but have a higher cost.
- Bóng Tối trong Thể Tích (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.
- Số Phân/Bước (Steps)
Number of steps to compute volumetric shadowing.
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- Độ Phân Giải (Resolution)
Resolution percentage of shadow maps.
Cao Cấp (Advanced)¶
- Ngưỡng Ánh Sáng (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.
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Custom Distance overrides this setting.