局限¶
EEVEE的目标是成为交互式渲染引擎。在不影响性能的前提下,一些功能还没有加入或不可能整合进EEVEE的架构中。
以下是在使用EEVEE时你可以预见到的功能限制详尽列表。
属性¶
仅有14种来自几何节点的属性在材质中受支持
仅有8种自定义物体属性在材质中受支持
摄像机¶
目前只支持透视和正交。
灯光¶
Lights can only have one color and do not support light node trees.
Unlike in Cycles, the Size of spot lights does not change the softness of the cone.
The area light Beam spread option is not supported.
光照探头¶
EEVEE支持至多128个活动光照探头球体。
在视锥内,EEVEE支持最多16个活动的光照探头平面。
Active light probe volumes must fit inside the Light Probes Volume Memory Pool.
间接光照明¶
Light probe capture does not support specular reflections. Specular energy is treated as diffuse.
阴影¶
Shadow Map Raytracing can produce light leaking because of overlapping shadow casters. This can be mitigated by using lower step count, enabling jitter, or reducing the light shape size.
Thin objects (e.g. walls without thickness) might have light leaking on the shadowed side. This can be mitigated by making the object have some thickness or lowering Resolution Limit.
体积¶
仅支持单散射。
体积测量只在相机的 "射线" 中呈现。它们不会出现在反射/折射和探测中。
体积阴影仅在体积物体上有效。它们不能在场景实物上投射阴影。
仅在视锥体(视野)中的体积会有阴影。
景深¶
Blended materials cannot be correctly handled by the post-processing blur, but will be correctly handled by the sample-based method. For this, you need to disable the post-process depth of field by setting the Max Size to 0.
屏幕空间效果¶
Ray-triangle intersection is not currently supported. Instead of this, EEVEE uses the depth buffer as an approximated scene representation. This reduces the complexity of scene scale effects and enables a higher performance. However, only what is in inside the view can be considered when computing these effects. Also, since it only uses one layer of depth, only the front-most pixel distance is known.
这些限制会产生一些问题:
屏幕空间效果会在屏幕(视图)边框消失。可以使用 过扫描 功能来修复此问题。
屏幕空间效果缺乏深层信息(或者物体的厚度)。这就是为什么大多数效果都有厚度参数来控制如何考虑潜在的相交像素。
Objects behind other objects (occluded) are not considered by these effects.
这些效果不考虑混合表面。它们不是深度预处理的一部分,不会出现在深度缓冲区中。
作为 阻隔集合 的一部分的对象将不会渲染成屏幕空间效果。
光线追踪¶
Blended materials and materials using raytrace refractions will not appear in dithered materials reflections.
Blended materials are not compatible with raytracing.
Only one refraction event is correctly modeled. An approximation of the second refraction event can be achieved using the Thickness workflow.
Only dithered materials not using Raytrace Refractions can be refracted.
着色节点¶
所有BSDF都使用近似值来实现实时性能,因此Cycles和EEVEE之间总会存在细微差别。
某些实用节点尚未与EEVEE兼容(例如 天空贴图节点)。
Certain combinations of BSDF's will result in more noise than others. This is the case when mixing Diffuse BSDF and Refraction BSDF.
Displacement of flat shaded surfaces will split the mesh into triangles. See Displacement for a workaround.
See also
For a full list of unsupported nodes see Nodes Support.
内存管理¶
目前为止EEVEE使用OpenGL,而且 GPU 内存处理由OpenGL驱动实现。理论上,只需要贴图和网格(现在称为 "资源" )作为一次(例如 一个物体)合理的GPU内存的请求。
如果场景非常大,驱动会交换切换物体进出来保证所有物体被正确渲染。
在实践中,使用太多的GPU内存会导致GPU驱动崩溃,冻结,或终止其它应用程序。所以请小心做出您的请求。
目前没有好办法估计资源是否适合GPU内存,或者GPU是否能成功渲染它们。
CPU渲染¶
作为光栅化引擎,EEVEE仅使用 GPU 的功能进行渲染。不打算支持 CPU 渲染,因为效率太低。但工作中仍然需要CPU来处理场景的复杂任务,因为在渲染每个帧之前必须由CPU准备几何数据。
多GPU支持¶
目前不支持多 GPU 系统。
无头(窗)渲染¶
Headless rendering is not supported on headless Windows systems.