Animation: Operator Renames #104549
@ -12,7 +12,8 @@ Especially for exporting from Blender materials, the node system must follow som
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.. note::
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Currently, only the :doc:`FBX </addons/import_export/scene_fbx>` IO add-on uses this method.
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Currently, only the :doc:`FBX </addons/import_export/scene_fbx>`
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and the :doc:`3DS </addons/import_export/scene_3ds>` IO add-on uses this method.
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.. tip::
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@ -189,6 +189,7 @@ Variable Type
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channel value (before parenting or constraints), or ``["prop_name"]`` for a custom property.
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.. tip::
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Although the values of the x/y/z animation channels for the camera location can be accessed
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via ``camera.location[0/1/2]``, retrieving its world space location and orientation after parenting
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and constraints currently requires using ``camera.matrix_world``. This property can be understood
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@ -22,6 +22,19 @@ opens a popover with additional options described below.
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Pressing :kbd:`Z` opens a pie menu for changing the shading mode.
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Pressing :kbd:`Shift-Z` switches between the current shading mode and Wireframe.
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.. _bpy.types.View3DShading.wireframe_color_type:
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Wire Color
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How the wireframes are colored. This affects the object outline, wireframe overlay, and wireframe shading mode.
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:Single:
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All objects get shaded using the same single color.
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:Object:
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Use the color from the object's
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:ref:`Viewport Display <properties-object-viewport-display>` settings.
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:Random:
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Each object gets displayed in a random color.
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.. _3dview-shading-rendered:
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@ -30,27 +43,18 @@ Wireframe
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Only displays the edges (wireframes) of the objects in the scene.
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Color
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Single
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All objects get shaded using the same single color.
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Object
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Use the color from the object's
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:ref:`Viewport Display <properties-object-viewport-display>` settings.
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Random
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Each object gets displayed in a random color.
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.. _bpy.types.View3DShading.background_type:
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Background
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How the background is displayed in the 3D Viewport.
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Theme
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:Theme:
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Use the background of the theme. This can be configured in the
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:doc:`Themes Preferences </editors/preferences/themes>`
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under :menuselection:`3D Viewport --> Theme Space --> Gradient Colors`.
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World
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:World:
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Use the color from the :doc:`World </render/lights/world>`'s Viewport Display options.
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Viewport
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:Viewport:
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Select a custom color for the background of the 3D Viewport.
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Options
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@ -125,6 +125,7 @@ Alternatively, you can hover over the other object in the 3D Viewport
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and press :kbd:`Alt-Q`.
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.. seealso::
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:ref:`Lock Object Modes <bpy.types.ToolSettings.lock_object_mode>` for
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preventing *accidental* mode changes.
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@ -440,6 +440,8 @@ Blend
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values greater than 0.5 cause keyframes to concave down, a value of 0.5 results in a straight line.
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.. _bpy.ops.graph.blend_offset:
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Blend Offset
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------------
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@ -455,6 +457,8 @@ Offset Factor
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At 1 the last key is aligned with the key after the selection.
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.. _bpy.ops.graph.blend_to_ease:
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Blend to Ease
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-------------
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@ -469,8 +473,11 @@ Blend
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At 1 the keys will rise quickly and then taper off.
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.. _bpy.ops.graph.match_slope:
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Match Slope
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-----------
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.. reference::
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:Menu: :menuselection:`Key --> Blend --> Match Slope`
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@ -483,19 +490,21 @@ Factor
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Determines which slope to blend towards. At -1 will blend to the left slope, at 1 to the right.
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Shear
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-----
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.. _bpy.ops.graph.shear:
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Shear Keys
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----------
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.. reference::
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:Menu: :menuselection:`Key --> Blend --> Shear Keys`
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Shear the keys based on the position of the keyframe selection ends.
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Pressing :kbd:`D` while the modal operator is active will toggle the anchor key
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Shear the keys based on the position of the keyframe selection ends.
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Pressing :kbd:`D` while the modal operator is active will toggle the anchor key
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between the start and end of the selection.
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Shear Factor
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How much to shear and if it shears up or down. Negative values shear down, positive shear up.
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Direction
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`From Left` or `From Right` determine the anchor key from which to shear.
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@ -508,6 +517,7 @@ Smooth
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:Menu: :menuselection:`Key --> Smooth`
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:Shortcut: :kbd:`Alt-S`
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.. _bpy.ops.graph.smooth:
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Smooth (Legacy)
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@ -561,6 +571,7 @@ Filter Width
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F-Curve after applying the Gaussian Smooth with the original curve overlayed.
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Butterworth Smooth
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------------------
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@ -576,18 +587,14 @@ Frequency Cutoff
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The lower the value the smoother the curve. There is an implicit maximum at which
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the value no longer changes the curve which is at half the sample rate. The sample
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rate in this case is the scene frame rate multiplied by the `Samples per Frame` of this operator.
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Filter order
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Higher values mean the frequency cutoff is steeper.
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Samples per Frame
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Before the filter is applied, the curve is resampled at this interval to avoid errors when there
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are uneven spaces between frames. If keys are on subframes, e.g. a 60fps file in a 30fps scene,
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increase this value to 2.
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Blend
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A 0-1 value to blend from original curve to filtered curve.
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Blend In/Out
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The number of frames at the start and end for which to blend between the filtered and unfiltered curve.
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This can help reducing jumps in the animation at the selection border. At value 1 it only locks the first and
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@ -142,7 +142,7 @@ Node Editor
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Auto-Offset
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Automatically offset the following or previous nodes in a chain when inserting a new node.
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See :ref:`editors-nodes-usage-auto-offset` for more information.
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Node Auto-offset Margin
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Auto-offset Margin
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Margin to use for :ref:`offsetting nodes <editors-nodes-usage-auto-offset>`.
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@ -52,6 +52,10 @@ HDRI Preview Size
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Size
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Diameter of the *3D Viewport Axis* widget.
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Fresnel Edit Mode
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Enable a fresnel effect on edit mesh overlays.
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It improves shape readability of very dense meshes, but increases eye fatigue when modeling lower poly.
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.. _prefs-system-multisampling:
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@ -36,6 +36,7 @@ If *Sync Selection* is enabled, you can hold :kbd:`Shift` while clicking a selec
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activate multiple ones at the same time, or :kbd:`Ctrl` to expand/contract the selection.
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.. seealso::
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:doc:`Mesh Selection </modeling/meshes/selecting/introduction>`
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@ -41,7 +41,6 @@ Guide Types
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Angle direction of the isometric lines.
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Common Options
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--------------
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@ -43,7 +43,8 @@ for the new node.
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.. figure:: /images/interface_controls_nodes_arranging_auto-offset.png
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Auto-offset is enabled by default, but it can be disabled in the :ref:`User Preferences <preferences-editing-node-editor>`.
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Auto-offset is enabled by default,
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but it can be disabled in the :ref:`User Preferences <preferences-editing-node-editor>`.
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You can toggle the offset direction while you are moving the node by pressing :kbd:`T`.
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@ -157,6 +157,7 @@ Holding :kbd:`Ctrl` will remove them.
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While dragging, you can additionally hold :kbd:`Spacebar` to move the shape around with the mouse.
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.. note::
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*Select Lasso* behaves the same as *Select Circle* in that
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it only looks at origin points in Object Mode.
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@ -13,6 +13,11 @@ Material Node
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The *Material* input node outputs a single material. It can be connected to other material sockets
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to make using the same material name in multiple places more convenient.
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.. tip::
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The Material node can also be added by dragging and dropping a material data-block into the node editor.
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This will add the node and select the dropped material in the :ref:`ui-data-block`.
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Inputs
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======
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@ -11,8 +11,8 @@
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edge_vertices.rst
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edges_to_face_groups.rst
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face_area.rst
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face_neighbors.rst
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face_group_boundaries.rst
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face_neighbors.rst
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face_is_planar.rst
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is_shade_smooth.rst
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mesh_island.rst
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@ -85,6 +85,7 @@ A position on the sensor is mapped to a direction with spherical coordinates
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:math:`(1, \theta, \phi)` in radians as follows:
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.. math::
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& r = \sqrt{x^2 + y^2}\\
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& \theta = k_0 + k_1 r + k_2 r^2 + k_3 r^3 + k_4 r^4\\
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& \phi = acos(x/r)
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@ -190,6 +190,7 @@ Auto-Masking :guilabel:`Sculpt Mode`
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The difference is that these toggles can be customized per brush to create specific brush behaviors.
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.. seealso::
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For more information on the Auto-Masking toggles, see :doc:`Auto-Masking </sculpt_paint/sculpting/controls>`.
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.. _bpy.types.Brush.sculpt_plane:
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@ -76,6 +76,7 @@ Pattern Creation
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loops and a recursion to create wood carving patterns.
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.. tip::
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:doc:`Mirror options </sculpt_paint/sculpting/tool_settings/symmetry>`
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can also be combined with the expansion.
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@ -3,65 +3,125 @@
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Editing
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*******
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.. _bpy.ops.paint.vertex_color_set:
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Set Vertex Colors
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=================
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.. reference::
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:Mode: Vertex Paint Mode
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:Menu: :menuselection:`Paint`
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:Menu: :menuselection:`Paint --> Set Vertex Colors`
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:Shortcut: :kbd:`Ctrl-X`
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.. _bpy.ops.paint.vertex_color_set:
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Fill the active Color Attribute with the current paint color.
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Set Vertex Colors :kbd:`Ctrl-X`
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Fill the active Color Attribute with the current paint color.
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.. _bpy.ops.paint.vertex_color_smooth:
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Smooth Vertex Colors
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Smooth colors across vertices.
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====================
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.. reference::
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:Mode: Vertex Paint Mode
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:Menu: :menuselection:`Paint --> Smooth Vertex Colors`
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Smooth colors across vertices.
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.. _bpy.ops.paint.vertex_color_dirt:
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Dirty Vertex Colors
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Blur Strength
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Blur strength per iteration.
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Blur Iterations
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Number of times to blur the colors (higher blurs more).
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Highlight Angle
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Clamps the angle for convex areas of the mesh.
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Lower values increase the contrast but can result in clamping.
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90 means flat, 180 means infinitely pointed.
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Dirt Angle
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Clamps the angle for concave areas of the mesh.
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Higher values increase the contrast but can result in clamping.
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90 means flat, 0 means infinitely deep.
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Dirt Only
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When active it won't calculate cleans for convex areas.
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Normalize
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Choose optimal contrast by effectively lowering
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*Highlight Angle* and increasing *Dirt Angle* automatically.
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Disabling *Normalize* allows getting consistent results across multiple
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objects.
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===================
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.. reference::
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:Mode: Vertex Paint Mode
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:Menu: :menuselection:`Paint --> Dirty Vertex Colors`
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Generate a dirt map gradient based on cavity.
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Blur Strength
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Blur strength per iteration.
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Blur Iterations
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Number of times to blur the colors (higher blurs more).
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Highlight Angle
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Clamps the angle for convex areas of the mesh.
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Lower values increase the contrast but can result in clamping.
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90 means flat, 180 means infinitely pointed.
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Dirt Angle
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Clamps the angle for concave areas of the mesh.
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Higher values increase the contrast but can result in clamping.
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90 means flat, 0 means infinitely deep.
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Dirt Only
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When active it won't calculate cleans for convex areas.
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Normalize
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Choose optimal contrast by effectively lowering
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*Highlight Angle* and increasing *Dirt Angle* automatically.
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Disabling *Normalize* allows getting consistent results across multiple objects.
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.. _bpy.ops.paint.vertex_color_from_weight:
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Vertex Color from Weight
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Converts the active weight into grayscale colors.
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========================
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.. reference::
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:Mode: Vertex Paint Mode
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:Menu: :menuselection:`Paint --> Vertex Color from Weight`
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Converts the active weight into grayscale colors.
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.. _bpy.ops.paint.vertex_color_invert:
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Invert
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Invert RGB values.
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======
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.. reference::
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:Mode: Vertex Paint Mode
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:Menu: :menuselection:`Paint --> Invert`
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Invert RGB values.
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.. _bpy.ops.paint.vertex_color_levels:
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Levels
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Adjust the levels of the selected vertices.
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======
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.. reference::
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:Mode: Vertex Paint Mode
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:Menu: :menuselection:`Paint --> Levels`
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Adjust the levels of the selected vertices.
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.. _bpy.ops.paint.vertex_color_hsv:
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Hue/Saturation/Value
|
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Adjust the HSV values of the selected vertices.
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====================
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.. reference::
|
||||
|
||||
:Mode: Vertex Paint Mode
|
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:Menu: :menuselection:`Paint --> Hue/Saturation/Value`
|
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Adjust the HSV values of the selected vertices.
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.. _bpy.ops.paint.vertex_color_brightness_contrast:
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Brightness/Contrast
|
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Adjust the brightness/contrast of the selected vertices.
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===================
|
||||
|
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.. reference::
|
||||
|
||||
:Mode: Vertex Paint Mode
|
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:Menu: :menuselection:`Paint --> Brightness/Contrast`
|
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|
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Adjust the brightness/contrast of the selected vertices.
|
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|
Loading…
Reference in New Issue
Block a user