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.

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.

Ánh 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.

Nút Tô Bóng (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.

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. The Sheen layer is a crude approximation.

Hấp Thụ Thể Tích (Volume Absorption)

See Giới Hạn của Thể Tích (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 Giới Hạn của Thể Tích (Volume Limitation).

Giữ Chỗ (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.

Sheen 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

Defaults to active UV layer. Only "density", "color", "flame" and "temperature" built-in Geometry attributes are supported. UVs and Color Attributes are supported. Only up to 8 Object or Instancer attributes per material (both types share the same limit), and 512 View Layer attributes per scene are supported.

Bevel (Bo Tròn)

Không hỗ trợ.

Fresnen (Fresnel)

Everything is compatible.

Thông Tin Đường Cong (Curves 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 only supported in particular cases. This node makes it possible to tweak indirect lighting in the shader.

Only a subset of the outputs are supported and the ray depth does not exactly have the same meaning. In order for the "Là Máy Quay Phim", "Là Bóng Tối", "Là Ánh Khuếch Tán", and "Là Ánh Bóng Bẩy" outputs to work, the object must be inside an Thể Tích Tỏa Sáng (Irradiance Volume) and Áng Sáng Gián Tiếp (Indirect Lighting) must be baked.

  • "Là Máy Quay Phim": Supported.

  • "Là Bóng Tối": Supported.

  • "Là Ánh Khuếch Tán": Supported.

  • "Là Ánh Bóng Bẩy": Supported.

  • "Là Tia Lập Dị": Not supported. Same as Is Glossy.

  • "Là Ánh Phản Quang": Not supported. Same as Is Glossy.

  • "Là Truyền Xạ": Not supported. Same as Is Glossy.

  • "Chiều Dài của Tia Xạ": 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.

  • "Độ Sâu của Độ trong": Not supported. Defaults to 0.

  • "Độ Sâu Lan Truyền": 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 Đối Tượng (Object Info)

Everything is compatible.

Thông Tin về Hạt (Particle Info)

Không hỗ trợ.

Tangent (Tang/Tiếp Tuyến)

Everything is compatible.

Tọa Độ Chất Liệu (Texture Coordinate)

"Từ Thực Thể Hóa Viên" is not supported.

UV Map (Ánh Xạ UV)

"Từ Thực Thể Hóa Viên" 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 Chất Liệu (Texture Nodes)#

Most texture nodes are supported except for the exceptions listed below:

Chất Liệu IES (IES 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.

Mật Độ Điểm (Point Density)

Không hỗ trợ.

Chất Liệu Bầu Trời (Sky Texture)

In Nishita mode, the Sun Disc property is not supported.

Các Nút Khác (Other Nodes)#

Suy Giảm Dần của Ánh Sáng (Light Falloff)

Không hỗ trợ.

Độ Gồ Ghề (Bump)

Imprecision due to less precise derivatives.

Dời Hình/Dời Hình Véctơ (Displacement/Vector Displacement)

Không hỗ trợ.

Đầu Ra Nguyên Vật Liệu (Material Output)

Displacement output behavior is broken compared to Cycles.