adds docs for new geonodes corners_of_edge #104464
@ -1,7 +1,7 @@
|
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|
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#############
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##########
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Baking
|
||||
#############
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||||
##########
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These add-ons add UI elements for faster baking access.
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|
@ -1,6 +1,6 @@
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*******
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***************
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||||
VDM Brush Baker
|
||||
*******
|
||||
***************
|
||||
|
||||
This is a small add-on that makes it easy to create vector displacement map (aka VDM) brushes in Blender.
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Sculpting setups and the brushes can be created with one click.
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@ -32,5 +32,6 @@ Tips
|
||||
----
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||||
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- While Sculpting make sure to mask the borders of the plane for a better result.
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- If your VDM brush gets cut off at the corners, you can increase the size inside the texture panel of the brush settings to 1.1 or 1.2 for each axis.
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||||
- A vdm-resolution of 512 px or lower is usually enough. Unless you have extremely detailed sculptings
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- If your VDM brush gets cut off at the corners,
|
||||
you can increase the size inside the texture panel of the brush settings to 1.1 or 1.2 for each axis.
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- A vdm-resolution of 512 px or lower is usually enough. Unless you have extremely detailed sculptings.
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|
@ -27,11 +27,6 @@ Image
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The image(s) will be saved on rendering, writing to the current frame.
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An entire sequence of images will be saved, when an animation is rendered.
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.. note::
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To support subsequent arrangement and layering of images, the node can supply a Z-depth map.
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However, please note that only the OpenEXR image formats save the Z information.
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Properties
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==========
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|
@ -237,6 +237,7 @@ Start Tweaking Strips Actions (Full Stack)
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.. reference::
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:Menu: :menuselection:`Edit --> Start Tweaking Strips Actions (Full Stack)`
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:Shortcut: :kbd:`Tab`
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||||
Allows you to edit the contents of the strip without disabling all the tracks above the tweaked strip.
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This allows keyframing to work as expected, and preserves the pose that you visually keyed.
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@ -257,10 +258,8 @@ Start Tweaking Strips Actions (Lower Stack)
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.. reference::
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:Menu: :menuselection:`Edit --> Start Tweaking Strips Actions (Lower Stack)`
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:Shortcut: :kbd:`Tab`
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The contents of Action strips can be edited, but you must be in *Tweak Mode* to do so.
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The keyframes of the action can then be edited in the Dope Sheet.
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When you finished editing the strip, simply go to :menuselection:`Edit --> Stop Tweaking Strips Actions`
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or press :kbd:`Tab`.
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||||
|
BIN
manual/images/editors_graph-editor_gaussian_smooth.jpg
(Stored with Git LFS)
Normal file
BIN
manual/images/editors_graph-editor_gaussian_smooth.jpg
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -6,7 +6,7 @@
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Simulation Zone
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||||
***************
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||||
|
||||
Simulation allows the result of one frame to influence the next one.
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Simulation zones allow the result of one frame to influence the next one.
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That way even a set of simple rules can lead to complex results, with the passing of time.
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The most common type of them is physics simulation, with specific solvers for physical phenomena.
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@ -15,7 +15,7 @@ The most common type of them is physics simulation, with specific solvers for ph
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Initial simulation nodes and simulation zone.
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When adding a simulation, two nodes are added, defining among them a "Simulation Zone".
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When adding a simulation, two nodes are added, defining between them a "Simulation Zone".
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The inputs that are connected to the Simulation Input node are evaluated only once,
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at the beginning of the simulation, passed to the next simulation state and eventually outputted.
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@ -26,6 +26,7 @@ It is not possible to have any link going towards outside.
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The result of the simulation can only be accessed via the Simulation Output node.
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This also allows sub-frame interpolation for motion blur.
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Clock
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=====
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@ -33,12 +34,14 @@ The simulation is tied to the animation system, with support for sub-steps.
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It will only be evaluated while the animation frame changes, and is cached like
|
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the existing physics simulations in Blender.
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|
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Properties
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==========
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In the Node Editor the inputs can be renamed, shuffled and removed.
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This is also the place where sub-steps can be defined for a simulation.
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Baking
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||||
======
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||||
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@ -65,6 +68,7 @@ This allows for the simulation to be rendered in a non-sequential order.
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Baking the simulation will bake all the simulations in all modifiers for the selected objects.
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Examples
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========
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|
@ -286,23 +286,36 @@ The *Pack Islands* tool can be used to optimize the UV layout by adjusting exist
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to efficiently fill the :term:`Texture Space`. Based on the options selected,
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the tool will scale, translate and rotate the islands,
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ensuring a specified margin exists between them to maximize the usage of the UV space.
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Pinned islands can have additional restrictions applied to customize the packing process even further.
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Pack To
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Determines the final placement of UV islands after completing the packing operation.
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Shape Method
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The method to use when considering the shape of each island.
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:Closest UDIM: Pack islands to the :doc:`UDIM </modeling/meshes/uv/workflows/udims>` grid
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nearest to the center of the selection.
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:Active UDIM: Pack islands to the active UDIM image tile or, if no image is available,
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the UDIM grid tile where the 2D cursor is located.
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:Original bounding box: Find the original bounding box of the selection,
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packs the islands, and then moves them back inside the original box.
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:Exact Shape (Concave):
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Use the complete shape of the island, including filling any holes or concave regions around the island.
|
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:Boundary Shape (Convex):
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Takes into account the boundary (Convex Hull) of the island.
|
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This method will not place islands inside holes.
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:Bounding Box: Uses the simple bounding box of the island.
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Scale
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Scale the islands to fill the unit square, or pack islands towards the lower left corner.
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Rotate
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Allows the rotation of islands, as well as translation and scaling, to optimize texture usage.
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Merge Overlapped
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Before the main packing operation, overlapping islands are detected and temporarily combined.
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During packing, the relative rotation and position of the merged islands are preserved.
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Rotation Method
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The allowable rotations to use for each each island.
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:Any:
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Any rotation which improves the packing is allowed.
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:Axis-aligned:
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The island will first be rotated into a smallest rectangle.
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Additional rotation will only be in 90-degree turns.
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:Cardinal:
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Like the four cardinal directions on a compass, North, South, East and West,
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only 90-degree turns will be allowed.
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Margin Method
|
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The method to use when calculating the empty space between islands.
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@ -314,15 +327,31 @@ ensuring a specified margin exists between them to maximize the usage of the UV
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Margin
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||||
The scale for the empty space between islands.
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|
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Shape Method
|
||||
The method to use when considering the shape of each island.
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||||
Pinned Islands
|
||||
An island which has any of its UVs pinned is considered a *Pinned Island*.
|
||||
With this option, you can change the way *Pinned Islands* are packed
|
||||
|
||||
:Exact shape (Concave):
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Use the complete shape of the island, including filling any holes or concave regions around the island.
|
||||
:Boundary shape (Convex):
|
||||
Takes into account the boundary (Convex Hull) of the island.
|
||||
This method will not place islands inside holes.
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||||
:Bounding box: Uses the simple bounding box of the island.
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:Pack: *Pinned Islands* are packed in the same way as other islands.
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||||
:Lock Scale: The scale of the *Pinned Islands* will not change.
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||||
:Lock Rotation: *Pinned Islands* will not rotate.
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||||
:Lock Rotation and Scale: *Pinned Islands* can translate, but not scale nor rotate.
|
||||
:Lock in Place: *Pinned Islands* will be unable to move. The other islands will pack around them.
|
||||
:Ignore: Even if an island is selected, if it contains a pin,
|
||||
it will not be included in the *Pack Islands* calculation.
|
||||
|
||||
Merge Overlapping
|
||||
Before the main packing operation, overlapping islands are detected and temporarily combined.
|
||||
During packing, the relative rotation and position of the merged islands are preserved.
|
||||
|
||||
Pack To
|
||||
Determines the final placement of UV islands after completing the packing operation.
|
||||
|
||||
:Closest UDIM: Pack islands to the :doc:`UDIM </modeling/meshes/uv/workflows/udims>` grid
|
||||
nearest to the center of the selection.
|
||||
:Active UDIM: Pack islands to the active UDIM image tile or, if no image is available,
|
||||
the UDIM grid tile where the 2D cursor is located.
|
||||
:Original bounding box: Find the original bounding box of the selection,
|
||||
packs the islands, and then moves them back inside the original box.
|
||||
|
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.. note::
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|
@ -17,3 +17,4 @@
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forces/index.rst
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collision.rst
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baking.rst
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simulation_nodes.rst
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||||
|
72
manual/physics/simulation_nodes.rst
Normal file
72
manual/physics/simulation_nodes.rst
Normal file
@ -0,0 +1,72 @@
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****************
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Simulation Nodes
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****************
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Through the use of :doc:`Simulation Zones </modeling/geometry_nodes/simulation/simulation_zone>`,
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:doc:`/modeling/geometry_nodes/index` can be used to create custom physic simulations through nodes.
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Simulation zones allow the result of one frame to influence the next one.
|
||||
That way even a set of simple rules can lead to complex results, with the passing of time.
|
||||
The most common type of them is physics simulation, with specific solvers for physical phenomena.
|
||||
|
||||
.. seealso::
|
||||
|
||||
Read more about :doc:`Simulation Zones </modeling/geometry_nodes/simulation/simulation_zone>`
|
||||
|
||||
|
||||
Baking
|
||||
======
|
||||
|
||||
The simulation is automatically cached during playback.
|
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The valid cache can be seen as a strong yellow line in the timeline editor.
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This allows for animators to quickly inspect all the previous frames of a simulation.
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.. figure:: /images/modeling-geometry_nodes-simulation-baking_timeline.png
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:align: center
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Cached frames in the Timeline.
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When the result is ready to be sent to a render-farm, it can be baked to disk.
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This allows for the simulation to be rendered in a non-sequential order.
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.. figure:: /images/modeling-geometry_nodes-simulation-baking.png
|
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:align: center
|
||||
|
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Simulation and Physics, Geometry Nodes user interface.
|
||||
|
||||
.. note::
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||||
|
||||
Baking the simulation will bake all the simulations in all modifiers for the selected objects.
|
||||
|
||||
.. _bpy.ops.object.simulation_nodes_cache_calculate_to_frame:
|
||||
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Calculate to Frame
|
||||
Calculate simulations in geometry nodes modifiers from the start to current frame.
|
||||
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||||
.. _bpy.ops.object.simulation_nodes_cache_bake:
|
||||
|
||||
Bake
|
||||
Bake simulations in geometry nodes modifiers.
|
||||
|
||||
.. _bpy.ops.object.simulation_nodes_cache_delete:
|
||||
|
||||
Delete Cached Simulation
|
||||
Delete cached/baked simulations in geometry nodes modifiers
|
||||
|
||||
.. _bpy.types.Object.use_simulation_cache:
|
||||
|
||||
Cache
|
||||
For the cases where the current frame is the only one relevant,
|
||||
users can opt-out of caching the results to save memory.
|
||||
|
||||
|
||||
Examples
|
||||
========
|
||||
|
||||
Combined with the :doc:`/modeling/geometry_nodes/geometry/sample/index_of_nearest`,
|
||||
this can be used for a number of sphere-based simulations.
|
||||
|
||||
.. figure:: /images/modeling-geometry_nodes-simulation-example.png
|
||||
:align: center
|
||||
|
||||
Index of Nearest sample file CC-BY Sean Christofferson.
|
@ -20,12 +20,6 @@ Rendering Technologies
|
||||
Blender supports different technologies to render on the GPU depending on the particular GPU manufacturer
|
||||
and operating system.
|
||||
|
||||
.. note::
|
||||
|
||||
:ref:`Path Guiding <bpy.types.CyclesRenderSettings.use_guiding>` is not supported
|
||||
when rendering on the GPU.
|
||||
|
||||
|
||||
CUDA -- NVIDIA
|
||||
--------------
|
||||
|
||||
@ -34,8 +28,6 @@ Nvidia graphics cards with compute capability 3.0 and higher. To make sure your
|
||||
see the `list of Nvidia graphics cards <https://developer.nvidia.com/cuda-gpus#compute>`__
|
||||
with the compute capabilities and supported graphics cards.
|
||||
|
||||
.. note:: :doc:`/render/shader_nodes/osl` is not supported.
|
||||
|
||||
|
||||
.. _render-cycles-gpu-optix:
|
||||
|
||||
@ -44,13 +36,9 @@ OptiX -- NVIDIA
|
||||
|
||||
OptiX is supported on Windows and Linux and requires a Nvidia graphics cards with compute capability 5.0 and higher
|
||||
and a driver version of at least 470. To make sure your GPU is supported,
|
||||
see the `list of Nvidia graphics cards <https://developer.nvidia.com/cuda-gpus#compute>`__
|
||||
OptiX works best on RTX graphics cards with hardware ray tracing support (e.g. Turing and above).
|
||||
see the `list of Nvidia graphics cards <https://developer.nvidia.com/cuda-gpus#compute>`__.
|
||||
|
||||
.. note::
|
||||
|
||||
:doc:`/render/shader_nodes/osl` is supported with a few limitations.
|
||||
Refer to the :doc:`/render/shader_nodes/osl` documentation for a list of limitations.
|
||||
OptiX takes advantage of hardware ray-tracing acceleration in RTX graphics cards, for improved performance.
|
||||
|
||||
|
||||
HIP -- AMD
|
||||
@ -77,17 +65,18 @@ Minimum driver versions:
|
||||
Please refer to `AMD's website <https://www.amd.com/en/graphics>`__ for more
|
||||
information about AMD graphics cards and their architectures.
|
||||
|
||||
.. note::
|
||||
On Windows, experimental hardware ray-tracing support is available with the most recent drivers.
|
||||
This can be enabled in the preferences.
|
||||
However there are currently known issues regarding motion blur, hair rendering and degenerate triangle shapes.
|
||||
|
||||
:doc:`/render/shader_nodes/osl` and the *Clip* extension mode in the
|
||||
:doc:`/render/shader_nodes/textures/image` are not supported.
|
||||
The *Clip* extension mode in :doc:`/render/shader_nodes/textures/image` is not supported for HIP.
|
||||
|
||||
|
||||
oneAPI -- Intel
|
||||
---------------
|
||||
|
||||
oneAPI is a computation library that is supported on Windows and Linux and requires a
|
||||
Intel® Arc™ graphics card with the Xe HPG architecture.
|
||||
Intel® Arc™ graphics card with the Xe HPG architecture. Hardware acceleration for ray-tracing is supported.
|
||||
|
||||
Supported GPUs include:
|
||||
|
||||
@ -101,8 +90,6 @@ Minimum driver versions:
|
||||
Please refer to `Intel's website <https://www.intel.com/content/www/us/en/products/details/discrete-gpus.html>`__
|
||||
for more information about Intel graphics cards and their architectures.
|
||||
|
||||
.. note:: :doc:`/render/shader_nodes/osl` is not supported.
|
||||
|
||||
|
||||
Metal -- Apple (macOS)
|
||||
----------------------
|
||||
@ -111,9 +98,17 @@ Metal is supported on Apple computers with Apple Silicon, AMD and Intel graphics
|
||||
macOS 13.0 or newer is required to support all features and graphics cards.
|
||||
|
||||
Apple Silicon and AMD graphics cards also work on macOS 12.3 and newer, however
|
||||
without support for :ref:`MNEE caustics <bpy.types.CyclesObjectSettings.is_caustics_caster>`.
|
||||
without support for :ref:`Shadow Caustics <bpy.types.CyclesObjectSettings.is_caustics_caster>`.
|
||||
|
||||
.. note:: :doc:`/render/shader_nodes/osl` is not supported.
|
||||
:ref:`Light Trees <bpy.types.CyclesRenderSettings.use_light_tree>` are not supported when using
|
||||
an AMD graphics card with Metal.
|
||||
|
||||
|
||||
Limitations
|
||||
===========
|
||||
|
||||
- :ref:`Path Guiding <bpy.types.CyclesRenderSettings.use_guiding>` is not supported on any GPU.
|
||||
- :doc:`/render/shader_nodes/osl` is only supported for OptiX, with some limitations listed in the documentation.
|
||||
|
||||
|
||||
Frequently Asked Questions
|
||||
@ -122,14 +117,12 @@ Frequently Asked Questions
|
||||
Why is Blender unresponsive during rendering?
|
||||
---------------------------------------------
|
||||
|
||||
While a graphics card is rendering, it cannot redraw the user interface, which makes Blender unresponsive.
|
||||
We attempt to avoid this problem by giving back control over to the GPU as often as possible,
|
||||
but a completely smooth interaction cannot be guaranteed, especially on heavy scenes.
|
||||
This is a limitation of graphics cards for which no true solution exists,
|
||||
though we might be able to improve this somewhat in the future.
|
||||
On older GPU generations, graphics cards can only either render or draw the user interface.
|
||||
This can make Blender unresponsive while it is rendering.
|
||||
Heavy scenes can also make Blender unresponsive on newer GPUs,
|
||||
when using a lot of memory or executing expensive shaders, however this is generally less of a problem.
|
||||
|
||||
If possible, it is best to install more than one GPU,
|
||||
using one for display and the other(s) for rendering.
|
||||
The only complete solution for this is to use a dedicated GPU for rendering, and another for display.
|
||||
|
||||
|
||||
Why does a scene that renders on the CPU not render on the GPU?
|
||||
@ -154,8 +147,11 @@ Yes, go to :menuselection:`Preferences --> System --> Compute Device Panel`, and
|
||||
Would multiple GPUs increase available memory?
|
||||
----------------------------------------------
|
||||
|
||||
Typically, no, each GPU can only access its own memory, however, some GPUs can share their memory.
|
||||
This is can be enabled with :ref:`Distributed Memory Across Devices <prefs-system-cycles-distributive-memory>`.
|
||||
Typically, no, each GPU can only access its own memory.
|
||||
|
||||
The exception is NVIDIA GPUs connected with NVLink, where multiple GPUs can share memory at a small performance cost.
|
||||
This is can be enabled with :ref:`Distributed Memory Across Devices <prefs-system-cycles-distributive-memory>`
|
||||
in the preferences.
|
||||
|
||||
|
||||
What renders faster?
|
||||
@ -171,6 +167,33 @@ Error Messages
|
||||
|
||||
In case of problems, be sure to install the official graphics drivers from the GPU manufacturers website,
|
||||
or through the package manager on Linux.
|
||||
The graphics drivers provided by the computer manufacturer can sometimes be outdated or incomplete.
|
||||
|
||||
|
||||
Error: Out of memory
|
||||
--------------------
|
||||
|
||||
This usually means there is not enough memory to store the scene for use by the GPU.
|
||||
|
||||
.. note::
|
||||
|
||||
One way to reduce memory usage is by using smaller resolution textures.
|
||||
For example, 8k, 4k, 2k, and 1k image textures take up respectively 256MB, 64MB, 16MB and 4MB of memory.
|
||||
|
||||
|
||||
The NVIDIA OpenGL driver lost connection with the display driver
|
||||
----------------------------------------------------------------
|
||||
|
||||
If a GPU is used for both display and rendering,
|
||||
Windows has a limit on the time the GPU can do render computations.
|
||||
If you have a particularly heavy scene, Cycles can take up too much GPU time.
|
||||
Reducing Tile Size in the Performance panel may alleviate the issue,
|
||||
but the only real solution is to use separate graphics cards for display and rendering.
|
||||
|
||||
Another solution can be to increase the time-out,
|
||||
although this will make the user interface less responsive when rendering heavy scenes.
|
||||
`Learn More Here <https://learn.microsoft.com/en-us/windows-hardware/drivers/display/timeout-detection-and-
|
||||
recovery>`__.
|
||||
|
||||
|
||||
Unsupported GNU version
|
||||
@ -210,7 +233,7 @@ Remove compatibility checks
|
||||
CUDA Error: Kernel compilation failed
|
||||
-------------------------------------
|
||||
|
||||
This error may happen if you have a new Nvidia graphics card that is not yet supported by
|
||||
This error may happen if you have a new NVIDIA graphics card that is not yet supported by
|
||||
the Blender version and CUDA toolkit you have installed.
|
||||
In this case Blender may try to dynamically build a kernel for your graphics card and fail.
|
||||
|
||||
@ -222,35 +245,3 @@ In this case you can:
|
||||
#. If you build Blender yourself, try to download and install a newer CUDA developer toolkit.
|
||||
|
||||
Normally users do not need to install the CUDA toolkit as Blender comes with precompiled kernels.
|
||||
|
||||
|
||||
Error: Out of memory
|
||||
--------------------
|
||||
|
||||
This usually means there is not enough memory to store the scene for use by the GPU.
|
||||
|
||||
.. note::
|
||||
|
||||
One way to reduce memory usage is by using smaller resolution textures.
|
||||
For example, 8k, 4k, 2k, and 1k image textures take up respectively 256MB, 64MB, 16MB and 4MB of memory.
|
||||
|
||||
|
||||
The Nvidia OpenGL driver lost connection with the display driver
|
||||
----------------------------------------------------------------
|
||||
|
||||
If a GPU is used for both display and rendering,
|
||||
Windows has a limit on the time the GPU can do render computations.
|
||||
If you have a particularly heavy scene, Cycles can take up too much GPU time.
|
||||
Reducing Tile Size in the Performance panel may alleviate the issue,
|
||||
but the only real solution is to use separate graphics cards for display and rendering.
|
||||
|
||||
Another solution can be to increase the time-out,
|
||||
although this will make the user interface less responsive when rendering heavy scenes.
|
||||
`Learn More Here <https://learn.microsoft.com/en-us/windows-hardware/drivers/display/timeout-detection-and-recovery>`__.
|
||||
|
||||
|
||||
CUDA error: Unknown error in cuCtxSynchronize()
|
||||
-----------------------------------------------
|
||||
|
||||
An unknown error can have many causes, but one possibility is that it is a time-out.
|
||||
See the above answer for solutions.
|
||||
|
@ -197,7 +197,7 @@ Light Tree
|
||||
falloff, ray visibility, and complex shader node setups including textures.
|
||||
This can result in an increase in noise in some scenes that make use of these features.
|
||||
|
||||
Note, this feature is currently disabled for AMD GPUs on Windows, Linux and macOS.
|
||||
Note, this feature is currently disabled for AMD GPUs on macOS.
|
||||
|
||||
.. _bpy.types.CyclesRenderSettings.light_sampling_threshold:
|
||||
|
||||
|
@ -181,9 +181,20 @@ Effects
|
||||
|
||||
:guilabel:`Eevee only`
|
||||
|
||||
.. _bpy.types.ViewLayerEEVEE.use_pass_bloom:
|
||||
|
||||
Bloom
|
||||
The influence of the Bloom effect.
|
||||
|
||||
.. _bpy.types.ViewLayerEEVEE.use_pass_transparent:
|
||||
|
||||
Transparency
|
||||
Contain :ref:`Alpha Blended <bpy.types.Material.blend_method>` surfaces,
|
||||
so they can be adjusted in the compositor and later mixed with opaque passes.
|
||||
|
||||
This pass only supports monochromatic opacity.
|
||||
Colored opacity will show differently than in combined pass.
|
||||
|
||||
|
||||
Cryptomatte
|
||||
===========
|
||||
|
@ -40,10 +40,6 @@ Render Region
|
||||
See the :ref:`Render Region <editors-3dview-navigate-render-region>`
|
||||
documentation to see how to define the size of the render region.
|
||||
|
||||
.. note::
|
||||
|
||||
This disables the *Save Buffers* option in the Performance panel.
|
||||
|
||||
.. _bpy.types.RenderSettings.use_crop_to_border:
|
||||
|
||||
Crop to Render Region
|
||||
|
@ -24,8 +24,8 @@ Step
|
||||
Controls the number of frames to advance by for each frame in the timeline.
|
||||
|
||||
|
||||
Time Remapping
|
||||
==============
|
||||
Time Stretching
|
||||
===============
|
||||
|
||||
Use to remap the length of an animation; making it run slower or faster.
|
||||
The *Old* and *New* settings may either be used as absolute values or as a ratio:
|
||||
@ -33,7 +33,7 @@ For example, setting *Old* to a value of 2 and *New* to 1 will run the animation
|
||||
|
||||
.. warning::
|
||||
|
||||
Using *Time Remapping* will not influence the *Start* or *End* frames set above,
|
||||
Using *Time Stretching* will not influence the *Start* or *End* frames set above,
|
||||
so make sure that your animation is not cut off or has extraneous still frames at the end.
|
||||
|
||||
.. _bpy.types.RenderSettings.frame_map_old:
|
||||
|
@ -13,5 +13,5 @@ There is support for many different stereo 3D visualization types.
|
||||
.. note::
|
||||
|
||||
If you have a real 3D display at some point you can change the 3D display mode in the Window menu,
|
||||
by calling the Stereo 3D operator.
|
||||
by calling the *Stereo 3D* operator.
|
||||
Be aware that some modes require a fullscreen editor to work, and this can be taxing on your CPU.
|
||||
|
@ -119,7 +119,7 @@ Once the operator is initiated, hover over the face set and :kbd:`LMB` to create
|
||||
After the operator is finished the new mesh will be selected in Object Mode.
|
||||
|
||||
|
||||
.. _sculpt.face_set_invert_visibility:
|
||||
.. _bpy.ops.sculpt.face_set_invert_visibility:
|
||||
|
||||
Invert Visible Face Sets
|
||||
========================
|
||||
|
@ -632,3 +632,12 @@ Smooth Transitions
|
||||
It is possible to create smooth transition from one speed to another speed. This can be done by holding shift key and
|
||||
dragging handle at interface of 2 speeds. This will create 2 handles, that are linked and always move in opposite
|
||||
direction. When either of these handles is removed, this will restore strip to state before transition was created.
|
||||
|
||||
Freeze Frames
|
||||
-------------
|
||||
|
||||
Freeze frame can be created by adding retiming handle to frame you want to freeze. Then while holding ctrl key, drag
|
||||
the handle.
|
||||
|
||||
.. note::
|
||||
It is not possible to make smooth transition into freeze frame
|
||||
|
Loading…
Reference in New Issue
Block a user