材质

See also

While EEVEE shares the same material node system as Cycles, not all features are supported. See Shader nodes limitations.

厚(宽)度

参考

面板:

属性 ‣ 材质 ‣ 厚度

Used to approximate the inner geometry structure of the object without heavy computation. This is currently used for Subsurface Scattering, Translucent BSDF, Refraction BSDF, and the nodes containing these effects.

If no value is plugged into the output node, a default thickness based on the smallest dimension of the object is used. If a value is connected it will be used as object space thickness (i.e. scaled by object transform). A value of zero will disable the thickness approximation and treat the object as having only one interface.

This output is only used by the EEVEE render engine.

Note

  • The thickness is used to skip the inner part of the object.

  • Refraction will not refract objects inside the thickness distance.

  • Shadow casting object will not cast shadow within the thickness distance.

Tip

  • For large or compound meshes (e.g. vegetation), the thickness should be set to the thickness of individual parts (e.g. leaves, grass blades).

  • Thickness can be baked to textures or custom attributes for more accurate result.

See also

Thickness Mode — controls how the thickness value is used.

材质设置

参考

面板:

属性 ‣ 材质 ‣ 设置

通道编号

Index number for the Material Index render pass. This can be used to give a mask to a material which then can be read with the ID Mask Node in the Compositor.

Note

Volume Objects do not support the pass index.

曲面

背面剔除

Backface Culling hides the back side of faces. This option should be turned on whenever it is possible, as it has an impact on performance.

  • 摄像机

    Use back face culling to hide the back side of the face.

    阴影

    投射阴影时使用背面剔除。

    光照探头体积

    Use back face culling when baking Light Probe Volumes. Additionally helps rejecting capture point inside the object to avoid light leaking

置换

Controls how the displacement output from the shader node tree is used.

  • 仅凹凸:

    Use Bump Mapping to simulated the appearance of displacement. This only modifies the shading normal of the object. Vertex position is not affected.

    仅置换:

    This mode is not supported and falls back to Displacement and Bump.

    置换与凹凸:

    Combination of true displacement and bump mapping for finer details. Vertex position is modified.

Note

This type of displacement is not precomputed. It has a performance impact multiplied by the render sample count. However, the evaluation is much faster than doing it using geometry nodes or a displacement modifier.

Note

Displacing flat shaded geometry will split adjacent faces. This can be worked around by passing the vertex normals as a custom attribute.

最大距离

The maximum distance a vertex can be displaced when using true displacement. Displacements over this threshold may cause visibility issues. These visibility issues can be observed when the object is out of view at the edge of screen with parts being displaced inside the view. The object would then disappear because of camera culling. This can also produce missing shadow updates where the displaced geometry is.

透明阴影

Use transparent shadows for this material if it contains a Transparent BSDF. Disabling will render faster but not give accurate shadows.

渲染方法

控制混合以及与某些功能的兼容性。

  • 抖动:

    允许灰度Hashed透明,并与渲染通道和光线追踪兼容,也可称为延迟渲染。

    When using Dithered render method, the materials are rendered in layers. Each layer can only transmit (e.g. refract) light emitted from previous layers. If no intersection with the layers below exists, the transmissive BSDFs will fallback to light probes.

    • 光线追踪透射

      使用光线追踪来确定折射的颜色,替代仅使用光照探头,这样可以防止表面对未使用该设置的表面照明产生影响。

    混合的:

    Allows the colored transparency, but incompatible with render passes and raytracing. Also known as forward rendering.

    排序问题

    When using Blended render method, the order in which the color blending happens is important as it can change the final output color. EEVEE does not support per-fragment (pixel) sorting or per-triangle sorting. Only per-object sorting is available and is automatically done on all transparent surfaces based on object origin. Opaque surfaces (i.e. that have no transparency) will still have correct sorting regardless of the render method.

    Tip

    Face order can be adjusted in edit mode by using sort element or using a geometry node.

    Note

    Per-object sorting has a performance cost and having thousands of objects in a scene will greatly degrade performance.

透明度重叠

If enabled, all transparent fragments will be rendered. If disabled, only the front-most surface fragments will be rendered. This option can be disabled to fix sorting issues caused by blending order. Only available for the Blended render method.

厚(宽)度

Determines what model to use to approximate the object geometry.

  • 球形:

    Approximate the object as a sphere whose diameter is equal to the thickness defined by the node tree. This is more suited to objects with rounder edges (e.g. a monkey head), and is perfectly suited to spheres.

    厚板:

    Approximate the object as an infinite slab of thickness defined by the node tree. This is more suited to very flat or thin objects (e.g. glass panels, grass blades).

来自阴影

Use the shadow maps from shadow casting lights to refine the thickness defined by the material node tree. This takes the minimum thickness between the shadow map and the material node tree value. This is useful for objects where pre-computation is difficult (e.g. complex meshes), impossible (e.g. procedural geometry with displacement) or just impractical. However, this will have a performance impact that scale with the number of render samples.

体积/音量

交叉

确定网格的哪个内部将产生体积效应。

  • 快速:

    每个面都被视为一个中等界面,给未包含内部元素的流形几何体提供正确的结果。

    精确:

    当面具有不同的连续面时,它们才被视为中等界面。只要不超过最大光线深度,就会给出正确的结果。与快速方法相比,具有显著的内存消耗。