備忘錄_20160105(定位)
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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
- Properties (Editor)
- Mesh
- Material Properties
- Settings/Blend Mode 選為 Opaque 或 Alpha Blend 或 Alpha Hashed。 (是否要用透明計算)
- Settings/Shadow Mode 選為 Opaque 或 None 或 Alpha Clip (對別人而言,是要遮蔽或透明或......)
- Settings/可勾選 Screen Space Reflection
- Light
- Object Data Properties
- Camera
- Object Data Properties
- 可勾選 Depth of Field
- Focus on Object - 可選擇 Empty/Plain Axes 的物體
- Aperture
- Reflection Plane
- Object Data Properties
- Others
- 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)
- 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
- 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
- Output Properties
- View Layer Properties
- World Properties
- Surface/Color 點選圈圈,選 Environment Texture (不會產生陰影喔)
- 3D Viewport (Editor)
- Shift+A/Light Probe/Reflection Plane
- Shift+A/Light Probe/Irradiance Volume
- Shift+A/Light Probe/Reflection Cubemap
- 要跟 Screen Scape Reflection 搭配使用
●Workspace/Shading
- Shader Editor
- Object
- Principled Volume shader 只能繪製立方體形狀 (現前 EEVEE 的限制)
- 水
- 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
- 霧
- 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
- Wrold