Eevee engine and rendering principles

 Operation video:

02-Blender’s Eevee renderer_bilibili_bilibiliy

principle: 

How 3D Game Rendering Works, A Deeper Dive: Rasterization and Ray Tracing | TechSpot

A guide to Blender Eevee render settings - Artisticrender.com

notes: 

  • Ambient Occlusion: Used to simulate the occlusion effect of light between objects to enhance the depth and three-dimensionality of the scene. You can improve the realism of your scene by adding shadow effects between objects.

- Distance refers to the distance range around an object that affects the ambient occlusion effect¹. The smaller the Distance, only other objects that are very close to the object will have a blocking effect; the larger the Distance, other objects that are far away from the object will also have a blocking effect².
- Factor refers to the factor of the ambient occlusion effect¹. This parameter controls the strength of the ambient occlusion effect. The larger the value, the more pronounced the effect of ambient occlusion and the darker the shadows in the scene. The smaller the number, the weaker the effect of ambient occlusion and the lighter the shadows in the scene. It needs to be adjusted according to specific scenarios and needs.
- Trace Precision refers to how accurately the ambient occlusion effect is calculated¹. The higher the Trace Precision, the more accurate the ambient occlusion effect will be, but it will also increase noise and reduce the maximum distance; the lower the Trace Precision, the more blurry the ambient occlusion effect will be, but it will also reduce the noise and increase the maximum distance¹.

  • Depth of Field: Simulates the depth of field effect of a camera lens, making objects in the scene clear at the focus and blurry away from the focus. It can enhance the three-dimensional sense and realism of the scene.
  • Subsurface Scattering: simulates the scattering effect of light inside an object, suitable for rendering translucent objects, such as skin, jade, etc. Can produce more realistic rendering effects.
  • Screen Space Reflections: Simulates the reflection effect of light on reflective surfaces such as water and glass. High-quality reflection effects can be quickly produced in real-time rendering.
  • Performance Settings: Adjust the performance parameters of the rendering engine, including resolution, number of samples, shadow quality, etc. Rendering speed and image quality can be balanced based on hardware performance and rendering needs.
  • Shadow Settings: Adjust the rendering parameters of shadows, including shadow type, resolution, blur level, etc. Can produce more realistic and soft shadow effects.

- Cube Size refers to the pixel size of the Shadow Cube Map used to calculate point light sources, area lights, and spotlight shadows¹. Shadow cube mapping is a technique that projects the scene around a light source onto a cube to estimate the intensity of shadows on an object surface¹. The larger the Cube Size, the higher the resolution of the shadow cube map and the smoother the edges of the shadow, but it also increases memory consumption and rendering time¹.
- Cascade Size refers to the pixel size of the Cascaded Shadow Map used to calculate shadows from parallel light sources (Sun Light)¹. Cascaded shadow maps are a technique that divides a camera's field of view into multiple regions and generates a shadow map for each region to improve the quality of shadows on distant objects¹. The larger the Cascade Size, the higher the resolution of the cascade shadow map and the clearer the shadow details, but it will also increase memory consumption and rendering time¹.
- High Bit Depth refers to whether to use high bit depth (High Bit Depth) to store data in the shadow map¹. High bit depth improves accuracy in shadow maps, reducing some rendering errors caused by floating point errors¹. However, high bit depth also makes shadow maps take up more memory and slows down updates¹.
- Soft Shadows refers to whether to use soft shadows to simulate the impact of the size and shape of the light source on the edge of the shadow¹. Soft shadows make shadows look more natural and soft, rather than sharp and harsh¹. However, soft shadows require more samples to eliminate banding artifacts¹.
- Light Threshold refers to the minimum intensity value at which a light source affects scene lighting¹. The smaller the Light Threshold, the more light sources in the scene will participate in lighting and shadow calculations; the larger the Light Threshold, the fewer light sources in the scene will participate in lighting and shadow calculations¹. This parameter can be used to optimize rendering performance and avoid weak or unimportant light sources from occupying resources¹.
 

  • Indirect Lighting Settings: Adjust the rendering parameters of indirect lighting, including the number of light bounces, color, brightness, etc. It can simulate a more realistic global illumination effect.

 

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Origin blog.csdn.net/u010087338/article/details/133522349