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程式 2023-01-12 16:33:40 1673512420 100
Blender EEVEE

Blender EEVEE
透明程度、陰影、反射、光暈、景深
●Workspace/Layout
  1. Properties (Editor)
    1. Mesh
      1. Material Properties
        1. Settings/Blend Mode 選為 Opaque 或 Alpha Blend 或 Alpha Hashed。 (是否要用透明計算)
        2. Settings/Shadow Mode 選為 Opaque 或 None 或 Alpha Clip (對別人而言,是要遮蔽或透明或......)
        3. Settings/可勾選 Screen Space Reflection
    2. Light
      1. Object Data Properties
        • 勾選 Shadow
    3. Camera
      1. Object Data Properties
        • 可勾選 Depth of Field
          • Focus on Object - 可選擇 Empty/Plain Axes 的物體
          • Aperture
            • F-Stop 應是光圈值 (建議不小於1.4)
    4. Reflection Plane
      1. Object Data Properties
        • Probe
          • 調整 Distance
    5. Others
      1. Render Properties
        • Volumetrics
          • Start、End、Tile Size、Samples、Distribution
          • 勾選 Volumetric Lighting,勾選 Volumetric Shadows (Samples可調)
        • Sampling
        • 勾選 Ambient Occlusion
          • 調整 Distance
          • 勾選 Bent Normals,看起來更真實。
        • 勾選 Bloom (此為後製程序)
          • 調整 Threshold、Color
        • Depth of Field
          • 要搭配相機的參數(此為第一輪,主要處理 blur/模糊)
          • 此為第二輪,處理環境亮度,若 Max Size 設定為 0,則第二輪取消。
        • 勾選 Screen Space Reflections
          • 勾選 Reflection
        • Shadows
          • 若有發生光線洩漏(從 mesh 的邊縫)時,可勾選 High Bit Depth,或是調高 Cascade Size (都是耗用記憶體)
        • Indirect Lighting
          • 可以 Bake Indirect Lighting (應該是在有探測光源的情形下,才需要用 bake 來加速)(場景一有改變,就要再次 bake)
        • Film
          • 可勾選 Transparent
      2. Output Properties
      3. View Layer Properties
      4. World Properties
        1. Surface/Color 點選圈圈,選 Environment Texture (不會產生陰影喔)
  2. 3D Viewport (Editor)
    1. Shift+A/Light Probe/Reflection Plane
      • 箭頭指向要計算反射的方向
    2. Shift+A/Light Probe/Irradiance Volume
      • 大量測量光源的小點點
    3. Shift+A/Light Probe/Reflection Cubemap
      • 要跟 Screen Scape Reflection 搭配使用

●Workspace/Shading
  1. Shader Editor
    1. Object
      • Principled Volume shader 只能繪製立方體形狀 (現前 EEVEE 的限制)
        • Fresnel's IOR = 0.5
        • Fresnel's Fac ---- Principled BSDF's Alpha
        • Principled BSDF's Base Color = #000000
        • Principled BSDF's Roughness = 0
        • Principled BSDF's IOR = 1.33
        • Principled BSDF's BSDF ---- Material Output's Surface
        • 水面波浪↓
        • Noise Texture's Fac ---- ColorRamp's Fac
        • ColorRamp's Color ---- Bump's Height
        • Bump's Normal ---- Principled BSDF's Normal
        • 水體本身↓
        • Principled Volume's Color = greenish-blue
        • Principled Volume's Emission Color = greenish-blue
        • Volume Absorption's Color = light blue
        • Principled Volume's Volume ---- Mix Shader's Shader
        • Volume Absorption's Volume ---- Mix Shader's Shader
        • Mix Shader's Shader ---- Material Output's Volume
        • 重點為 Principled Volume shader's Volume ---- Material Output'Volume
      • 半透明圖片
        • Image Texture's Color ---- Principled BSDF's Base Color
        • Image Texture's Alpha ---- Principled BSDF's Alpha (若您的圖片有支援半透明,使用原圖即可,是 Alpha 對 Alpha)
        • Image Texture's Color ---- Principled BSDF's Alpha (亦可另做灰階圖片,黑色表透明,白色表不透明,灰色表部分透明,用 Color 對 Alpha)
        • Principled BSDF's BSDF ---- Material Output's Surface
      • 假背景圖片
        • Image Texture's Color ---- Principled BSDF's Base Color
        • Image Texture's Color ---- Principled BSDF's Emission (讓假背景圖也發光)
        • Image Texture's Alpha ---- Principled BSDF's Alpha
        • Principled BSDF's BSDF ---- Material Output's Surface
      • 發光物體
        • 使用 Emission shader 之外,最好再搭配額外的 light object,才能有理想的效果
      • 玻璃
        • Principled BSDF's Base Color = #ffffff
        • Principled BSDF's Roughness = 0.000
        • Principled BSDF's Transmission = 1.000
        • Fresnel's IOR = 3.950
        • Fresnel's Fac ---- Mix Shader's Fac
        • Transparent BSDF's BSDF ---- Mix Shader's Shader
        • Principled BSDF's BSDF ---- Mix Shader's Shader
        • Mix Shader's Shader ---- Material Output's Surface
    2. Wrold
      • 編輯節點