scene_3ds: Changed shader nodes image #104579

Merged
Sebastian Sille merged 5 commits from NRGSille/blender-manual:main into main 2023-10-06 15:38:26 +02:00
103 changed files with 777 additions and 373 deletions
Showing only changes of commit a32e0ceaf0 - Show all commits

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@ -24,3 +24,12 @@ insert_final_newline = true
indent_style = space
indent_size = 3
max_line_length = 120
# Makefile
[{Makefile,GNUmakefile}]
charset = utf-8
trim_trailing_whitespace = true
insert_final_newline = true
indent_style = tab
indent_size = 4
max_line_length = 120

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@ -89,7 +89,7 @@ Material Type
.. note::
*Blend Mode* and *Shadow Mode* options are specific to the Eevee renderer.
*Blend Mode* and *Shadow Mode* options are specific to the EEVEE renderer.
For a detailed explanation of each option, see :doc:`Material Settings </render/eevee/materials/settings>`.
Blend Mode

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@ -286,13 +286,13 @@ black. Note that the last value of a color tuple is the alpha value of the
color. Furthermore, several other properties such as ``Metallic``,
``Roughness`` and ``Transmission`` can be changed. These are the properties
in the :doc:`Principled BSDF shader </render/shader_nodes/shader/principled>`.
There are also some properties for :doc:`Eevee </render/eevee/index>`, which
There are also some properties for :doc:`EEVEE </render/eevee/index>`, which
can be used to determine the object's transparency etc.
Note that in the header of the custom data file,
all possible values of the string options ``P BSDF Subsurface method``,
``P BSDF Distribution``, ``Eevee Blend Method`` and ``Eevee Shadow Method``
``P BSDF Distribution``, ``EEVEE Blend Method`` and ``EEVEE Shadow Method``
are listed.
.. figure:: /images/addons_import-export_mesh-atomic_utilities-panel.png

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@ -278,7 +278,7 @@ If a Sheen Roughness Texture is used, glTF requires the values be written to the
.. tip::
Sheen BSDF node is only available on Cycles render engine.
You may have to temporary switch to Cycles to add this node, and get back to Eevee.
You may have to temporary switch to Cycles to add this node, and get back to EEVEE.
.. note::
@ -452,8 +452,8 @@ Double-Sided / Backface Culling
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
For materials where only the front faces will be visible, turn on *Backface Culling* in
the *Settings* panel of an Eevee material. When using other engines (Cycles, Workbench)
you can temporarily switch to Eevee to configure this setting, then switch back.
the *Settings* panel of an EEVEE material. When using other engines (Cycles, Workbench)
you can temporarily switch to EEVEE to configure this setting, then switch back.
Leave this box unchecked for double-sided materials.
@ -468,7 +468,7 @@ Blend Modes
The Base Color input can optionally supply alpha values.
How these values are treated by glTF depends on the selected blend mode.
With the Eevee render engine selected, each material has a Blend Mode on
With the EEVEE render engine selected, each material has a Blend Mode on
the material settings panel. Use this setting to define how alpha values from
the Base Color channel are treated in glTF. Three settings are supported by glTF:
@ -482,7 +482,7 @@ Alpha Clip
.. figure:: /images/addons_import-export_scene-gltf2_material-alpha-blend.png
With the Eevee engine selected, a material's blend modes are configurable.
With the EEVEE engine selected, a material's blend modes are configurable.
.. note::

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@ -44,7 +44,7 @@ Instructions
.. reference::
:Category: Lighting
:Description: Creates a Dynamic Sky for Cycles/Eevee.
:Description: Creates a Dynamic Sky for Cycles/EEVEE.
:Location: :menuselection:`3D Viewport --> Sidebar --> Create tab`
:File: lighting_dynamic_sky.py
:Author: Pratik Solanki

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@ -4,7 +4,7 @@ Material Utilities
******************
Materials Utilities/Specials is designed to help with batch materials tasks.
The add-on works in either Eevee or Cycles renderers.
The add-on works in either EEVEE or Cycles renderers.
Common tasks are available from the :kbd:`Shift-Q` pop-up menu and also the Materials Specials menu.

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@ -62,22 +62,22 @@ Options
**1.** It detects the drawing of a closed segment.
.. figure:: /images/addons_mesh_snap_utilities-creating-faces-1.jpg
.. figure:: /images/addons_mesh_snap_utilities-creating-faces-1.png
:align: center
**2.** The last vertex of the segment binds to an edge that connects another vertex of the segment.
.. figure:: /images/addons_mesh_snap_utilities-creating-faces-2.jpg
.. figure:: /images/addons_mesh_snap_utilities-creating-faces-2.png
:align: center
**3.** It detects an isolated edge loop.
.. figure:: /images/addons_mesh_snap_utilities-creating-faces-3.jpg
.. figure:: /images/addons_mesh_snap_utilities-creating-faces-3.png
:align: center
**4.** We redraw existing edges to match the conditions mentioned above.
.. figure:: /images/addons_mesh_snap_utilities-creating-faces-4.jpg
.. figure:: /images/addons_mesh_snap_utilities-creating-faces-4.png
:align: center

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@ -130,13 +130,35 @@ the following features:
add a rig sample to your armature to see how it is supposed to be used.
.. _bpy.ops.Armature.rigify_apply_selection_colors:
.. _bpy.ops.Armature.rigify_add_bone_groups:
.. _bpy.types.Armature.rigify_colors_lock:
.. _bpy.types.Armature.rigify_theme_to_add:
.. _bpy.types.Armature.rigify_colors_index:
.. _bpy.types.RigifySelectionColors:
.. _bpy.types.RigifyArmatureLayer:
Preserved Bone Properties
^^^^^^^^^^^^^^^^^^^^^^^^^
Certain properties of the metarig bones are often copied to the generated rig control, deform and mechanism bones.
The exact set depends on the sub-rig and the specific generated bone, and the sub-rig may override some properties
even if it copies others of its subset, but there are certain common patterns:
Parenting Settings
This subset consists of the parent ORG bone, Use Connect, Use Inherit Rotation, Use Local Location, and Inherit Scale.
It is usually copied to deform bones, FK controls, and in other cases where the sub-rig doesn't have a reason
to completely override them.
Bendy Bone Settings (Edit Mode)
Consist of the segment count, Mapping Mode, Ease In/Out, Roll In/Out, Curve In/Out and Scale In/Out.
The segment count is often overridden via a sub-rig option, but other settings are usually copied to deform
bones as is.
Transformation Settings
Consist of the rotation mode, pose mode rotation values, and channel locks.
These settings are usually copied to FK controls.
Custom Properties
Usually copied to one of the controls generated based on the metarig bone (mainly FK). Intra-armature drivers
that access the property are retargeted to the copied instance.
Custom Widget
Usually copied to one of the controls generated based on the metarig bone (mainly FK), and suppresses automatic
generation of a widget for the bone if specified.
Custom Root Bone
^^^^^^^^^^^^^^^^
@ -149,7 +171,14 @@ The custom root bone must have no parent, and use the :ref:`basic.raw_copy <rigi
type or none.
.. _bpy.ops.Armature.rigify_apply_selection_colors:
.. _bpy.ops.Armature.rigify_add_bone_groups:
.. _bpy.types.Armature.rigify_colors:
.. _bpy.types.Armature.rigify_colors_lock:
.. _bpy.types.Armature.rigify_theme_to_add:
.. _bpy.types.Armature.rigify_colors_index:
.. _bpy.types.RigifySelectionColors:
.. _bpy.types.RigifyArmatureLayer:
Color Sets
==========

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@ -217,7 +217,8 @@ Legs
:width: 200px
IK & FK Toe :guilabel:`Optional`
Two separate IK and FK controls for the toe (this is on by default and recommended for stable IK<->FK snapping).
Two separate IK and FK controls for the toe (this is on by default in the bundled metarigs,
and is recommended for stable IK<->FK snapping).
IK Heel
A heel control which can be rotated to command forward or backward roll, sideways rock, or yaw of the heel.
Toe Pivot :guilabel:`Optional`

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@ -1,10 +1,10 @@
.. _realtime-compositor:
*******************
Realtime Compositor
*******************
**************
GPU Compositor
**************
The Realtime Compositor is a new GPU accelerated compositor introduced in Blender 3.5 and is
The new GPU accelerated compositor introduced in Blender 3.5 and is
currently used for :ref:`viewport compositing <viewport-compositing>`. This compositor is currently
more limited and not all :ref:`Compositor Nodes <compositor-nodes>` are supported, such nodes are
marked with the :guilabel:`CPU Compositor Only` label along with notes about other limitations.
@ -319,7 +319,7 @@ pixel space of the input.
Output
======
The realtime compositor only supports a single active output target, that is, only one of the
The GPU compositor only supports a single active output target, that is, only one of the
:ref:`Composite nodes <bpy.types.CompositorNodeComposite>`, :ref:`Viewer nodes
<bpy.types.CompositorNodeViewer>`, or :ref:`Split Viewer nodes
<bpy.types.CompositorNodeSplitViewer>` in the node tree will be considered active and the rest will

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@ -12,7 +12,7 @@ Cryptomatte Node
:guilabel:`CPU Compositor Only`
The Cryptomatte node uses the Cryptomatte standard to efficiently create mattes for compositing.
Cycles and Eevee output the required render passes, which can then be used in the Compositor
Cycles and EEVEE output the required render passes, which can then be used in the Compositor
or another compositor with Cryptomatte support to create masks for specified objects.
Unlike the Material and Object Index passes, the objects to isolate are selected in compositing,

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@ -12,7 +12,7 @@ Cryptomatte Node (Legacy)
:guilabel:`CPU Compositor Only`
The Cryptomatte node uses the Cryptomatte standard to efficiently create mattes for compositing.
Cycles and Eevee output the required render passes, which can then be used in the Compositor
Cycles and EEVEE output the required render passes, which can then be used in the Compositor
or another compositor with Cryptomatte support to create masks for specified objects.
Unlike the Material and Object Index passes, the objects to isolate are selected in compositing,

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@ -14,7 +14,7 @@ The *ID Mask Node* can be used to access an alpha mask per object or per materia
.. seealso::
The ID Mask node is superseded by the :doc:`/compositing/types/mask/cryptomatte`.
Cryptomatte is more feature complete and supported by Cycles and Eevee.
Cryptomatte is more feature complete and supported by Cycles and EEVEE.
It is recommended to use this feature moving forward.

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@ -201,7 +201,7 @@ Specular Highlighting
Material Preview
================
Render the 3D Viewport with :doc:`Eevee </render/eevee/introduction>` and an HDRI environment.
Render the 3D Viewport with :doc:`EEVEE </render/eevee/introduction>` and an HDRI environment.
This mode is particularly suited for previewing materials and painting textures.
You can select different lighting conditions to test your materials.
@ -244,7 +244,7 @@ Render Pass
Compositor
Controls the enablement of the compositor in the viewport. If enabled, the scene compositor node
tree will be evaluated using the :ref:`Realtime Compositor <realtime-compositor>` and the output
tree will be evaluated using the :ref:`GPU Compositor <realtime-compositor>` and the output
will be displayed directly in the viewport.
:Disabled: Always disabled.

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@ -30,7 +30,7 @@ the Cycles Renderer.
.. note::
Viewport rendering only works for the Workbench and Eevee render engines.
Viewport rendering only works for the Workbench and EEVEE render engines.
It's not supported for Cycles.
.. tip::
@ -46,7 +46,7 @@ Some settings are located in the properties of the render engine
that is used to render the view.
Solid mode uses the render settings of Workbench;
Material Preview mode uses the render settings of Eevee.
Material Preview mode uses the render settings of EEVEE.
Additionally, some output settings are used too:

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@ -6,21 +6,23 @@ Editing
Control
=======
.. _bpy.types.SpaceDopeSheetEditor.auto_snap:
Auto Snapping
-------------
Snap
----
Activates automatic snapping when you moving keys.
:Frame Step: Snap to 1.0 frame intervals.
:Second Step: Snap to 1.0 second intervals.
:Nearest Frame: Snap to actual frames (NLA-action time).
:Nearest Second: Snap to actual seconds (NLA-action time).
:Nearest Marker: Snap to nearest marker.
Snap To
Type of element to snap to.
:Frame: Snap to frame.
:Second: Snap to seconds.
:Nearest Marker: Snap to nearest :doc:`Marker </animation/markers>`.
Absolute Time Snap
Absolute time alignment when transforming keyframes
Proportional Editing
--------------------
Todo.
See :doc:`Proportional Editing </editors/3dview/controls/proportional_editing>`.

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@ -98,8 +98,8 @@ Filter (funnel icon)
This option may affect the playback speed for heavy scenes.
Curve Controls
--------------
Transform Controls
------------------
.. figure:: /images/editors_graph-editor_introduction_header-edit.png
:width: 250px
@ -109,22 +109,22 @@ Curve Controls
Pivot Point
Pivot point for rotation.
Bounding Box Center
Center of the selected curve handles.
2D Cursor
Center of the *2D Cursor*. *Playhead* + *Cursor*.
Individual Centers
Rotate the selected curve handles.
:Bounding Box Center: Center of the selected curve handles.
:2D Cursor: Center of the *2D Cursor*. *Playhead* + *Cursor*.
:Individual Centers: Rotate the selected curve handles.
Auto Snap
Auto snap the curve handles when editing.
Snap
Activates automatic snapping when you moving keys.
- No Auto-Snap
- Frame Step
- Second Step
- Nearest Frame
- Nearest Second
- Nearest Marker
Snap To
Type of element to snap to.
:Frame: Snap to frame.
:Second: Snap to seconds.
:Nearest Marker: Snap to nearest :doc:`Marker </animation/markers>`.
Absolute Time Snap
Absolute time alignment when transforming keyframes
Proportional Editing :kbd:`O`
See :doc:`Proportional Editing </editors/3dview/controls/proportional_editing>`.

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@ -260,7 +260,7 @@ Contains recently accessed folders.
.. _bpy.ops.file.reset_recent:
The ``X`` button to the right allows you to fully erase this list.
Clicking the down arrow button to the right reveals the button to fully clear this list.
You can control how many folders appear in this list with the *Recent Files* number field
of the :ref:`Save & Load <prefs-save-load>` tab in the Preferences.

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@ -509,6 +509,54 @@ Direction
`From Left` or `From Right` determine the anchor key from which to shear.
.. _bpy.ops.graph.scale_average:
Scale Average
=============
.. reference::
:Menu: :menuselection:`Key --> Blend --> Scale Average`
Scale the selected key segments to their average value. This differs from the regular scaling by being per segment.
That means selected keyframes on two different F-Curves will scale to different points.
Factor
The scale factor applied to the F-Curve segments.
.. _bpy.ops.graph.push_pull:
Push Pull
=========
.. reference::
:Menu: :menuselection:`Key --> Blend --> Push Pull`
Scale the keys from an imaginary line that runs from the start to the end of the selected segment.
Factor
How far to push or pull the keys.
.. _bpy.ops.graph.time_offset:
Time Offset
===========
.. reference::
:Menu: :menuselection:`Key --> Blend --> Time Offset`
This operator shifts the value of the keys in time, while keeping the actual key positions in the same place.
It supports wrapping, so when offsetting beyond the range of the F-Curve it will take values from the other end, but offset in y-value so there is no jump.
This works best with dense key data. Gaps in the keyframe data might cause data to get lost if it is shifted into the gaps.
Frame Offset
How far in frames to offset the animation.
Smooth
======

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@ -214,38 +214,45 @@ Normalize
Automatically recalculate curve normalization on every curve edit.
This is useful to prevent curves from jumping after tweaking it.
Create Ghost Curves (framed F-Curve icon)
Creates a picture with the current shape of the curves.
F-Curve Controls
----------------
Transform Controls
------------------
.. figure:: /images/editors_graph-editor_introduction_header-edit.png
F-Curve controls.
Proportional Editing :kbd:`O`
See :doc:`Proportional Editing </editors/3dview/controls/proportional_editing>`.
Auto Snap
Auto snap the keyframes for transformations.
- No Auto-Snap
- Frame Step
- Second Step
- Nearest Frame
- Nearest Second
- Nearest Marker
Transform controls.
Pivot Point
Pivot point for rotation.
Bounding Box Center
Center of the selected keyframes.
2D Cursor
Center of the *2D Cursor*. *Playhead* + *Cursor*.
Individual Centers
Rotate the selected keyframe *Bézier* handles.
:Bounding Box Center: Center of the selected keyframes.
:2D Cursor: Center of the *2D Cursor*. *Playhead* + *Cursor*.
:Individual Centers: Rotate the selected keyframe *Bézier* handles.
Create Ghost Curves (framed F-Curve icon)
Creates a picture with the current shape of the curves.
.. _bpy.types.ToolSettings.use_snap_anim:
Snap
Activates automatic snapping when you moving keys.
.. _bpy.types.ToolSettings.snap_anim_element:
Snap To
Type of element to snap to.
:Frame: Snap to frame.
:Second: Snap to seconds.
:Nearest Marker: Snap to nearest :doc:`Marker </animation/markers>`.
.. _bpy.types.ToolSettings.use_snap_time_absolute:
Absolute Time Snap
Absolute time alignment when transforming keyframes
Proportional Editing :kbd:`O`
See :doc:`Proportional Editing </editors/3dview/controls/proportional_editing>`.
Sidebar Region

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@ -113,3 +113,20 @@ Add Track Above Selected
Include Selected Objects
Let the selected objects appear in the NLA Editor. This is done by adding
an empty animation data object to the selected object.
Transform Controls
------------------
Snap
Activates automatic snapping when you moving keys.
Snap To
Type of element to snap to.
:Frame: Snap to frame.
:Second: Snap to seconds.
:Nearest Marker: Snap to nearest :doc:`Marker </animation/markers>`.
Absolute Time Snap
Absolute time alignment when transforming keyframes

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@ -34,7 +34,7 @@ These tabs contain settings for the active scene.
.. _properties-render-tab:
- Render: :doc:`Eevee </render/eevee/index>`,
- Render: :doc:`EEVEE </render/eevee/index>`,
:doc:`Cycles </render/cycles/render_settings/index>` or
:doc:`Workbench </render/workbench/index>` settings
- :doc:`Output </render/output/index>`

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@ -5,7 +5,7 @@ Shader Editor
*************
The Shader Editor is used to edit materials which are used for :doc:`rendering </render/index>`.
Materials used by Cycles and Eevee are defined using a node tree.
Materials used by Cycles and EEVEE are defined using a node tree.
Therefore, the main window of the Shader editor is a :doc:`node editor </interface/controls/nodes/index>`.
.. figure:: /images/editors_shader-editor_main.png

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@ -164,7 +164,7 @@ Face Stepping
rather than connected edges along the path (edge loop).
For faces: allows the path to go through faces that only share a vertex, rather than an edge.
Topological Distance
Topology Distance
Calculates the distance by simply counting edges rather than measuring their lengths.
Fill Region :kbd:`Shift-Ctrl-LMB`
Selects all shortest paths (rather than just one).

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@ -201,3 +201,13 @@ White Balance Modifier
----------------------
Use it to adjust the white balance by choosing the color that should be white.
.. index:: Video Sequencer Modifiers; Equalizer Modifier
.. _bpy.types.SoundEqualizerModifier:
Equalizer Modifier
------------------
This modifier can be used to emphasize or supress sound frequencies.
The range is limited to 35Hz - 20kHz and +/-35dB

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@ -186,15 +186,16 @@ The Time panel is used to control source and timeline position of the strip.
Lock (padlock icon)
Prevents the strip from being moved (found in the panel header).
.. _bpy.types.Sequence.show_retiming_keys:
Show Retiming Keys
Toggle visibility and selectability of :ref:`Retiming keys <sequencer-editing-retiming>`.
.. _bpy.types.Sequence.channel:
Channel
Changes the channel number, or row, of the strip.
Speed Factor
Coefficient of playback speed.
This value will affect length of the strip, that will not be represented in the timeline.
.. _bpy.types.Sequence.frame_start:
Start

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@ -213,7 +213,7 @@ Pack
* - :doc:`Light Probe </render/eevee/light_probes/introduction>`
- |tick|
- |none|
- | Help achieve complex real-time lighting in Eevee.
- | Help achieve complex real-time lighting in EEVEE.
* - :doc:`Scene </scene_layout/scene/introduction>`
- |tick|
- |none|

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@ -248,13 +248,13 @@ Version/Revision Milestones
`2.80 <https://www.blender.org/download/releases/2-80>`__ -- July 2019:
A totally redesigned UI for easier navigation; improved viewport, gizmos, and tools.
With Eevee a new physically based real-time render engine was created.
With EEVEE a new physically based real-time render engine was created.
The Grease Pencil got a big overhaul and is now a full 2D drawing and animation system.
Replacing the old layers, collections are a powerful way to organize objects.
Other improvements: Cycles, Modeling, Animation, Import/Export, Dependency Graph.
`2.81 <https://www.blender.org/download/releases/2-81/>`__ -- November 2019:
Revamped sculpting tools, Cycles OptiX accelerated rendering, denoising,
many Eevee improvements, library overrides, UI improvements and much more.
many EEVEE improvements, library overrides, UI improvements and much more.
`2.82 <https://www.blender.org/download/releases/2-82/>`__ -- February 2020:
UDIM and USD support, Mantaflow for fluids and smoke simulation,
AI denoising, Grease Pencil improvements, and much more.
@ -266,7 +266,7 @@ Version/Revision Milestones
.. rubric:: Blender 2.9 -- Refining 2.8
`2.90 <https://www.blender.org/download/releases/2-90/>`__ -- August 2020:
Improved sky texture, Eevee motion blur, sculpting improvements,
Improved sky texture, EEVEE motion blur, sculpting improvements,
revamped modifier UI, improved modeling tools, and faster motion blur in Cycles.
`2.91 <https://www.blender.org/download/releases/2-91/>`__ -- November 2020:
Outliner improvements, property search, improved mesh Boolean operations, animation curves,
@ -276,13 +276,13 @@ Version/Revision Milestones
Cycles Color Attribute baking, APIC fluid simulations, Video Sequencer improvements, and much more.
`2.93 <https://www.blender.org/download/releases/2-93/>`__ -- June 2021:
New geometry nodes, sculpting improvements, Grease Pencil Line Art modifier along with other improvements,
an improved :abbr:`DOF (Depth Of Field)` for the Eevee render engine, redesigned Cryptomatte workflow, and more.
an improved :abbr:`DOF (Depth Of Field)` for the EEVEE render engine, redesigned Cryptomatte workflow, and more.
.. rubric:: Blender 3.0 -- Optimizing Performance
`3.0 <https://www.blender.org/download/releases/3-0/>`__ -- December 2021
Asset Browser added, Cycles X, Eevee Attributes, New geometry nodes,
Asset Browser added, Cycles X, EEVEE Attributes, New geometry nodes,
animation update, Grease Pencil line art improvements, pose library,
Open Image Denoising 2-8x faster, additional support for AMD on linux.

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@ -276,6 +276,10 @@ This page lists definitions for terms used in Blender and this manual.
the point of focus than it is in front, as the angle of the light rays change more rapidly;
they approach being parallel with increasing distance.
Dielectric Material
A material for real world objects that are electrical insulators such as plastics, wood, glass, ect.
Essentially this summarizes any material that is solid and non metallic.
Diffuse Light
Even, directed light coming off a surface.
For most things, diffuse light is the main lighting we see.

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@ -31,12 +31,15 @@ Sculpting Options
General sculpting options.
.. _bpy.types.ToolSettings.use_gpencil_select_mask_segment:
Selection Mask
Sculpt Mode in Grease Pencil allows you to select points or strokes to restrict the effect
of the sculpting tools to only a certain areas of your drawing.
You can use the selection tools in the Toolbar for a quick selection.
You can restrict sculpting only on the selected points or strokes with the Selection mode buttons.
The three modes can be toggled with :kbd:`1`, :kbd:`2`, or :kbd:`3` respectively.
Multiframe
Sometimes you may need to modify several frames at the same time with the sculpting tools.

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@ -36,6 +36,8 @@ Vertex Paint Options
General Vertex Paint options.
.. _bpy.types.ToolSettings.use_gpencil_vertex_select_mask_stroke:
Selection Mask
Vertex Paint Mode in Grease Pencil allows you to select points or strokes to restrict the effect
of the painting tools to only a certain areas of your drawing.
@ -43,6 +45,7 @@ Selection Mask
You can use the selection tools in the Toolbar for a quick selections.
You can restrict painting only on the selected points or strokes with the Selection mode toggle.
The three modes can be toggled with :kbd:`1`, :kbd:`2`, or :kbd:`3` respectively.
Multiframe
Sometimes you may need to modify several frames at the same time with the painting tools.

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@ -11,6 +11,23 @@ Weights Menu
This page covers many of the tools in the *Weights* menu.
.. _bpy.ops.gpencil.weight_sample:
Sample Weight
=============
.. reference::
:Mode: Edit Mode
:Menu: :menuselection:`Weights --> Sample Weight`
:Shortcut: :kbd:`Shift-X`
Adjust the Weight of the :doc:`Draw </grease_pencil/modes/weight_paint/tools>`
tool to the weight of the vertex under the mouse cursor.
.. _bpy.ops.gpencil.vertex_group_normalize_all:
Normalize All
=============
@ -26,6 +43,8 @@ Lock Active
Keep the values of the active group while normalizing all the others.
.. _bpy.ops.gpencil.vertex_group_normalize:
Normalize
=========
@ -39,6 +58,8 @@ All points keep their relative weights, but the entire set of weights is scaled
such that the highest weight value is 1.0.
.. _bpy.ops.gpencil.vertex_group_invert:
Invert
======
@ -64,6 +85,8 @@ Remove Weights
Remove vertices from the vertex group if they are 0.0 after inverting.
.. _bpy.ops.gpencil.vertex_group_smooth:
Smooth
======
@ -75,6 +98,8 @@ Smooth
Smooths the weights of the active vertex group.
.. _bpy.ops.gpencil.generate_weights:
Generate Weights
================

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@ -128,7 +128,7 @@ Sections
:target: render/index.html
:doc:`/render/index`
Rendering and shading with Eevee, Cycles and Freestyle.
Rendering and shading with EEVEE, Cycles and Freestyle.
.. container:: card

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@ -58,7 +58,7 @@ Each socket is color-coded depending on what type of data it handles.
.. rubric:: Built-in
Shader (bright green)
Used for shaders in :doc:`Cycles </render/cycles/index>` and :doc:`Eevee </render/eevee/index>`.
Used for shaders in :doc:`Cycles </render/cycles/index>` and :doc:`EEVEE </render/eevee/index>`.
Geometry (turquoise)
Used in :doc:`Geometry Nodes </modeling/geometry_nodes/index>`.

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@ -212,6 +212,10 @@ Alt Cursor Access
Select All Toggles
Causes selection shortcut :kbd:`A` to deselect all when any selection exists.
Region Toggle Pie
:kbd:`N` opens a :ref:`pie menu <bpy.types.UIPieMenu>` to toggle :doc:`/interface/window_system/regions`,
rather than toggling a single region.
3D Viewport
-----------

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@ -10,8 +10,13 @@ Set Shade Smooth Node
:alt: Set Shade Smooth node.
The *Set Shade Smooth* node controls whether the mesh's faces look smooth in the viewport and renders.
The smooth status of both edges and faces can be controlled, corresponding to the `sharp_edge` and
`sharp_face` attributes.
The input node for this data is the :doc:`Is Shade Smooth </modeling/geometry_nodes/mesh/read/is_shade_smooth>` node.
.. note::
For proper use of the *Edge* domain sharpness, the mesh :ref:`Auto Smooth <bpy.types.Mesh.use_auto_smooth>`
property must be enabled. This is only accessible on original meshes, not meshes created in geometry nodes.
Inputs
======
@ -30,7 +35,8 @@ Selection
Properties
==========
This node has no properties.
Domain
Whether to write smoothness of mesh faces or edges.
Outputs

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@ -11,6 +11,7 @@ Nodes generate or modify point clouds.
distribute_points_in_volume.rst
distribute_points_on_faces.rst
points.rst
points_to_curves.rst
points_to_vertices.rst
points_to_volume.rst

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@ -0,0 +1,77 @@
.. index:: Geometry Nodes; Points to Curves
.. _bpy.types.GeometryNodePointsToCurves:
*********************
Points to Curves Node
*********************
.. figure:: /images/node-types_GeometryNodePointsToCurves.webp
:align: right
:alt: Points to Curves node.
:width: 250px
The *Points to Curves* node generates a :doc:`Curves </modeling/curves/introduction>` geometry by taking all
points and inserting them to new curves. All :doc:`Attributes </modeling/geometry_nodes/attributes_reference>`
from points are propagated to :ref:`Curve Points <attribute-domains>`.
:ref:`Built-in <geometry-nodes_builtin-attributes>` curves attributes stored in points will be ignored.
.. tip::
To simplify thinking about points, attributes and their positions in each curve,
The weight of each point in curve can be associated with a point attributes value.
The sorting and grouping will be reflected on the attributes as like on the Weight and Group ID.
Inputs
======
Points
The Point Cloud geometry component.
Curve Group ID
All points with the same Group ID value will be joined in the same curve.
The value of Group ID can be any value (negative, zero, or infinity, etc.).
All created curves must have at least a single point.
The order of curves depends both on Group ID value and on the order of Group ID values in the Point Cloud.
Weight
If the curve contains more than one Point, the Weight of each Point is used to define the
order of all points in curve via sorting. The goal of sorting is to have points with the minimal
Weight value at the start of curve and the maximum Weight at the end of curve.
.. note::
If points of curve have the same Weight value, the order will be the same as its original relative location.
Without any Weight and Group ID inputs, each point will have the same indices in the curve.
Properties
==========
This node has no properties.
Outputs
=======
Curves
The curves with all copied points from the Point Cloud,
but joined in curves. All other components aren't saved.
The resulting curves are always non-cyclic.
Examples
========
.. figure:: /images/modeling_geometry-nodes_points-to-curves.png
The above example creates a curve Array with connections between curves.
This is created by duplicating the :doc:`Arc primitive </modeling/geometry_nodes/curve/primitives/arc>`
curve with the :doc:`/modeling/geometry_nodes/geometry/operations/duplicate_elements`.
Each curve is shifted in a top direction based on its index value.
All the curves are converted to the Point Cloud by the
:doc:`/modeling/geometry_nodes/curve/operations/curve_to_points`.
Finally, the points are converted to curves by the Points to Curves node.
All the Points of the resulting Curves geometry have the same
attributes as points on the initial Arc primitive.

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@ -63,7 +63,7 @@ Edge Tag (in Edge select mode only)
Face Stepping
Supports diagonal paths for vertices and faces, and
selects edge rings with edges.
Topological Distance
Topology Distance
Only takes into account the number of edges of the path and
not the length of the edges to calculate the distances.
Fill Region :kbd:`Shift-Ctrl-LMB`

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@ -84,7 +84,7 @@ Supported GPUs include:
Minimum driver versions:
- Windows: Intel Graphics Driver XX.X.101.4314
- Windows: Intel Graphics Driver XX.X.101.4644
- Linux: ``intel-level-zero-gpu`` package 1.3.25812,
typically available through the ``intel-compute-runtime`` package XX.XX.25812

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@ -1,7 +1,7 @@
.. _bpy.types.SceneEEVEE:
#########
Eevee
EEVEE
#########
.. toctree::

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@ -3,24 +3,24 @@
Introduction
************
Eevee is Blender's realtime render engine built using :term:`OpenGL` focused on
EEVEE is Blender's realtime render engine built using :term:`OpenGL` focused on
speed and interactivity while achieving the goal of rendering :abbr:`PBR (Physically Based Rendering)` materials.
Eevee can be used interactively in the 3D Viewport but also produce high quality final renders.
EEVEE can be used interactively in the 3D Viewport but also produce high quality final renders.
.. figure:: /images/render_eevee_introduction_viewport.png
Eevee in the 3D Viewport -- "Tiger" by Daniel Bystedt.
EEVEE in the 3D Viewport -- "Tiger" by Daniel Bystedt.
Eevee materials are created using the same shader nodes as Cycles, making it easy to render existing scenes.
For Cycles users, this makes Eevee work great for previewing materials in realtime.
EEVEE materials are created using the same shader nodes as Cycles, making it easy to render existing scenes.
For Cycles users, this makes EEVEE work great for previewing materials in realtime.
Unlike Cycles, Eevee is not a raytrace render engine.
Instead of computing each ray of light, Eevee uses a process called rasterization.
Unlike Cycles, EEVEE is not a raytrace render engine.
Instead of computing each ray of light, EEVEE uses a process called rasterization.
Rasterization estimates the way light interacts with objects and materials using numerous algorithms.
While Eevee is designed to use :abbr:`PBR (Physically Based Rendering)` principles,
While EEVEE is designed to use :abbr:`PBR (Physically Based Rendering)` principles,
it is not perfect and Cycles will always provide more physically accurate renders.
Because Eevee uses rasterization it has a large set of :doc:`limitations </render/eevee/limitations>`.
Because EEVEE uses rasterization it has a large set of :doc:`limitations </render/eevee/limitations>`.
.. figure:: /images/render_eevee_introduction_final-render.png
Eevee final render -- "Temple" by Dominik Graf.
EEVEE final render -- "Temple" by Dominik Graf.

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@ -3,10 +3,10 @@
Introduction
************
Probe objects are used by Eevee as support objects.
Probe objects are used by EEVEE as support objects.
They record lighting information locally in order to light the scene using indirect lighting.
There are three different probe types. One for diffuse lighting, two for specular lighting.
These types of objects are only useful for Eevee (and by extension, the Material Preview mode).
These types of objects are only useful for EEVEE (and by extension, the Material Preview mode).
They are meant to guide the engine to compute better lighting quickly.

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@ -23,7 +23,7 @@ Common
.. _bpy.types.Light.use_custom_distance:
.. _bpy.types.Light.cutoff_distance:
Eevee
EEVEE
=====
Specular

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@ -3,10 +3,10 @@
Limitations
***********
Eevee's goal is to be an interactive render engine. Some features may not be there yet or
may be impossible to implement into Eevee's architecture without compromising performance.
EEVEE's goal is to be an interactive render engine. Some features may not be there yet or
may be impossible to implement into EEVEE's architecture without compromising performance.
Here is a rather exhaustive list of all the limitations you can expect while working with Eevee.
Here is a rather exhaustive list of all the limitations you can expect while working with EEVEE.
Cameras
@ -18,7 +18,7 @@ Cameras
Lights
======
- Only 128 active lights can be supported by Eevee in a scene.
- Only 128 active lights can be supported by EEVEE in a scene.
- Only 8 Shadowed sun lights can be supported at the same time.
- As of now, lights can only have one color and do not support light node trees.
@ -26,16 +26,16 @@ Lights
Light Probes
============
- Eevee only supports up to 128 active Reflection Cubemaps.
- Eevee only supports up to 64 active Irradiance Volumes.
- Eevee only supports up to 16 active Reflection Planes inside the view frustum.
- EEVEE only supports up to 128 active Reflection Cubemaps.
- EEVEE only supports up to 64 active Irradiance Volumes.
- EEVEE only supports up to 16 active Reflection Planes inside the view frustum.
Indirect Lighting
=================
- Volumetrics don't receive light from Irradiance Volumes but do receive world's diffuse lighting.
- Eevee does not support "specular to diffuse" light bounces nor "specular to specular" light bounces.
- EEVEE does not support "specular to diffuse" light bounces nor "specular to specular" light bounces.
- All specular lighting is turned off during baking.
@ -44,7 +44,7 @@ Indirect Lighting
Shadows
=======
- Only 128 active lights can be supported by Eevee in a scene.
- Only 128 active lights can be supported by EEVEE in a scene.
- Only 8 Shadowed sun lights can be supported at the same time.
@ -74,8 +74,8 @@ Depth of Field
Screen Space Effects
====================
Eevee is not a ray tracing engine and cannot do ray-triangle intersection.
Instead of this, Eevee uses the depth buffer as an approximated scene representation.
EEVEE is not a ray tracing engine and cannot do ray-triangle intersection.
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.
@ -168,8 +168,8 @@ Shader Nodes
============
- All BSDF's are using approximations to achieve realtime performance
so there will always be small differences between Cycles and Eevee.
- Some utility nodes are not yet compatible with Eevee.
so there will always be small differences between Cycles and EEVEE.
- Some utility nodes are not yet compatible with EEVEE.
.. seealso::
@ -179,7 +179,7 @@ Shader Nodes
Memory Management
=================
In Eevee, :abbr:`GPU (Graphic Processing Unit, also known as Graphics Card)`
In EEVEE, :abbr:`GPU (Graphic Processing Unit, also known as Graphics Card)`
Memory management is done by the GPU driver.
In theory, only the needed textures and meshes (now referred as "the resources") for a single draw call
(i.e. one object) needs to fit into the GPU memory.
@ -197,7 +197,7 @@ if the GPU will render them successfully.
CPU Rendering
=============
Being a rasterization engine, Eevee only uses the power of
Being a rasterization engine, EEVEE only uses the power of
the :abbr:`GPU (Graphic Processing Unit, also known as Graphics Card)` to render.
There is no plan to support :abbr:`CPU (Central Processing Unit)` (software) rendering
as it would be very inefficient. CPU power is still needed to handle high scene complexity
@ -214,4 +214,4 @@ multiple :abbr:`GPU (Graphic Processing Unit, also known as Graphics Card)` syst
Headless Rendering
==================
There is currently no support for using Eevee on headless systems (i.e. without a Display Manager).
There is currently no support for using EEVEE on headless systems (i.e. without a Display Manager).

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@ -3,13 +3,13 @@
Introduction
************
Eevee's materials system uses the same node based approach as :doc:`Cycles </render/materials/index>`.
EEVEE's materials system uses the same node based approach as :doc:`Cycles </render/materials/index>`.
Nodes Support
=============
Due to realtime constraints, not all Cycles features are available in Eevee.
Due to realtime constraints, not all Cycles features are available in EEVEE.
See :doc:`/render/eevee/materials/nodes_support`.
@ -20,6 +20,6 @@ Performance is highly dependent on the number of BSDF nodes present in the node
.. tip::
Prefer using the Principled BSDF instead of multiple BSDF nodes because Eevee is optimized for it.
Prefer using the Principled BSDF instead of multiple BSDF nodes because EEVEE is optimized for it.
.. seealso:: :ref:`Limitations <eevee-limitations-materials>`.

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@ -4,23 +4,23 @@ Supported Nodes
***************
Most nodes are taken from Cycles. However, some features are missing and
may (or may not) be implemented in Eevee in the future.
may (or may not) be implemented in EEVEE in the future.
.. seealso::
:doc:`Shader Nodes </render/shader_nodes/index>`.
Eevee only Nodes
EEVEE only Nodes
================
These nodes are only available if Eevee is the active render engine. These nodes will not work in Cycles.
These nodes are only available if EEVEE is the active render engine. These nodes will not work in Cycles.
Shader to RGB
-------------
Eevee supports the conversion of BSDF outputs into color inputs to make any kind of custom shading.
EEVEE supports the conversion of BSDF outputs into color inputs to make any kind of custom shading.
This is supported using the :doc:`Shader to RGB </render/shader_nodes/converter/shader_to_rgb>` node.
@ -102,7 +102,7 @@ Toon BSDF
Hair BSDF
Not supported.
Velvet BSDF
Sheen BSDF
Not supported.
Principled Hair BSDF
@ -144,7 +144,7 @@ Layer Weight
Everything is compatible.
Light Path
Eevee has no real concept of rays. But in order to ease the workflow between Cycles and Eevee
EEVEE has no real concept of rays. But in order to ease the workflow between Cycles and EEVEE
some of the outputs are only supported in particular cases.
This node makes it possible to tweak indirect lighting in the shader.

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@ -52,7 +52,7 @@ Sorting Problem
When writing to the color buffer using transparent blend modes,
the order in which the color blending happens is important as it can change the final output color.
As of now Eevee does not support per-fragment (pixel) sorting or per-triangle sorting.
As of now EEVEE does not support per-fragment (pixel) sorting or per-triangle sorting.
Only per-object sorting is available and is automatically done on all transparent surfaces based on object origin.
.. note::
@ -76,7 +76,7 @@ Shadow Mode
===========
Type of shadows used for a transparent surface.
Eevee does not support colored shadow maps.
EEVEE does not support colored shadow maps.
Half transparent shadows can be produced by using hashed transparent shadows and
a larger Soft value on the shadow map.
@ -147,7 +147,7 @@ Refraction Depth
Subsurface Translucency
=======================
Eevee's Subsurface Scattering algorithm works by blurring the irradiance in screen space.
EEVEE's Subsurface Scattering algorithm works by blurring the irradiance in screen space.
This means that if no visible part of the surface is lit, the effect disappears.
However, true Subsurface Scattering goes beneath the surface and can travel a large distance.

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@ -4,8 +4,8 @@
Depth of Field
**************
To render a scene, Eevee uses a pinhole camera model which produces
a perfectly focused image of the scene. For an enhanced realism, Eevee can simulate
To render a scene, EEVEE uses a pinhole camera model which produces
a perfectly focused image of the scene. For an enhanced realism, EEVEE can simulate
the optical :term:`Depth of Field` using a post-process filter, and a sample-based method.
The optical settings are located in the :doc:`camera settings </render/cameras>` properties.
Whereas the quality of the effect can be controlled by the settings found in the present section.

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@ -6,11 +6,11 @@ Indirect Lighting
*****************
While not strictly correct, all lighting that is not coming straight out
from a light object is considered as indirect lighting in Eevee.
from a light object is considered as indirect lighting in EEVEE.
That means distant :term:`HDRI` lighting (or World) is considered as indirect lighting.
Mesh objects using an Emission node are also considered as indirect lighting.
In Eevee, indirect lighting is separated into two component: Diffuse and Specular.
In EEVEE, indirect lighting is separated into two component: Diffuse and Specular.
Both have different needs and representation. For efficiency,
the indirect lighting data is precomputed on demand into a static lighting cache.

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@ -43,7 +43,7 @@ Max Blur
High maximum blur values may also reduce the quality.
Eevee uses a fast post-process vector blur using a vector motion pass.
EEVEE uses a fast post-process vector blur using a vector motion pass.
This blurs the image between three time steps using pixel velocity.
This technique is fast and produces clean gradients, but issues can occur at object borders
or if the motion is locally too complex;
@ -71,7 +71,7 @@ Steps
When using multiple time steps, the render sample count is rounded up to the next multiple
of steps to ensure even distribution of samples across steps.
Eevee splits the render into multiple time steps and accumulates the result
EEVEE splits the render into multiple time steps and accumulates the result
which is known as Accumulation Motion Blur.
This technique is precise but requires many steps for clean gradients.
This is used in combination with the post-process blur to handle the inter-step gaps.

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@ -5,7 +5,7 @@
Sampling
********
Eevee uses a process called Temporal Anti-Aliasing (TAA) which reduces :term:`Aliasing`.
EEVEE uses a process called Temporal Anti-Aliasing (TAA) which reduces :term:`Aliasing`.
TAA is sample based so the more samples the more aliasing is reduced at the cost of performance.
.. reference::

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@ -5,7 +5,7 @@ Shadows
*******
These settings influence shadows which appear on objects because there is another object (the occluder)
between them and a Light. Eevee uses a technique called Shadow Mapping to calculate these shadows.
between them and a Light. EEVEE uses a technique called Shadow Mapping to calculate these shadows.
A shadow map is calculated by looking around from the position of each Light and finding the objects
which are closest to the Light. These objects are called the nearest occluders.
Everything which is behind (or, you can say, covered by) the nearest occluders will be in shadow.

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@ -4,9 +4,9 @@
Volumetrics
***********
Eevee simulates volumetric scattering by evaluating all volume objects inside the view frustum.
EEVEE simulates volumetric scattering by evaluating all volume objects inside the view frustum.
To achieve this, Eevee uses several 3D textures which have a high video memory usage.
To achieve this, EEVEE uses several 3D textures which have a high video memory usage.
The texture dimensions can be tweaked using the *Tile Size* and *Samples* parameters.
Object volumes have some :ref:`limitations <eevee-limitations-volumetrics>`.

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@ -6,7 +6,7 @@ World
The world environment can emit light, ranging from a single solid color
to arbitrary textures.
In Eevee, the world lighting contribution is first rendered and
In EEVEE, the world lighting contribution is first rendered and
stored in smaller resolution textures before being applied to the objects.
This makes the lighting less precise than Cycles.

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@ -6,7 +6,7 @@ Introduction
Rendering is the process of turning a 3D scene into a 2D image.
Blender includes three render engines with different strengths:
- :doc:`Eevee </render/eevee/index>` is a physically based realtime renderer.
- :doc:`EEVEE </render/eevee/index>` is a physically based realtime renderer.
- :doc:`Cycles </render/cycles/index>` is a physically based path tracer.
- :doc:`Workbench </render/workbench/index>` is designed for layout, modeling and previews.
@ -16,7 +16,7 @@ Each renderer has its own render settings to control render quality and performa
What the render looks like is defined by :doc:`cameras </render/cameras>`,
:doc:`lights </render/lights/index>` and :doc:`materials </render/materials/index>`.
These are shared between Eevee and Cycles, however some features are only supported in one or the other.
These are shared between EEVEE and Cycles, however some features are only supported in one or the other.
Renders can be split up into :doc:`layers and passes </render/layers/index>`, which can then
be :doc:`composited </compositing/index>` together for creative control, or to combine

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@ -70,7 +70,7 @@ Alpha Threshold
With higher values surfaces that are mostly transparent can be skipped until an opaque surface is encountered.
Eevee
EEVEE
-----
Include
@ -141,7 +141,7 @@ Other
for that a glass BSDF with index of refraction 1.0 can be used.
Eevee
EEVEE
-----
Diffuse
@ -177,7 +177,7 @@ Other
Effects
=======
:guilabel:`Eevee only`
:guilabel:`EEVEE only`
.. _bpy.types.ViewLayerEEVEE.use_pass_bloom:
@ -318,7 +318,7 @@ All these lighting passes can be combined to produce the final image as follows:
.. figure:: /images/render_layers_passes_combine.svg
Eevee
EEVEE
-----
The passes can be combined to produce the final image as follows:
@ -335,6 +335,6 @@ Known Limitations
- Depth of field is not rendered in render passes except the combined pass.
It is possible to add the depth of field back in the Compositor using
the :ref:`Defocus node <bpy.types.CompositorNodeDefocus>`.
- Eevee render passes exclude parts of the BSDF equation.
- EEVEE render passes exclude parts of the BSDF equation.
:doc:`Shader to RGB </render/shader_nodes/converter/shader_to_rgb>` is not supported as it needs
the full BSDF equation.

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@ -9,7 +9,7 @@ View Layer
.. figure:: /images/render_layers_view-layer_panel.png
View Layer panel (shown here for the Eevee render engine).
View Layer panel (shown here for the EEVEE render engine).
The Layer Panel shows the settings of the active View Layer.

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@ -22,7 +22,7 @@ Color
Renderer Settings
=================
- :doc:`Eevee specific settings </render/eevee/lighting>`
- :doc:`EEVEE specific settings </render/eevee/lighting>`
- :doc:`Cycles specific settings </render/cycles/light_settings>`

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@ -119,7 +119,7 @@ Multiple Scattering
Real-world effects such as scattering in clouds or subsurface scattering require many
scattering bounces. However, unbiased rendering of such effects can be noisy, so by default
the number of bounces is zero in Cycles, and no support is available in Eevee.
the number of bounces is zero in Cycles, and no support is available in EEVEE.
The effect you get when rendering with zero volume bounces is what is known as
"single scattering", the effect from more bounces is "multiple scattering".

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@ -14,7 +14,7 @@ Renderer Settings
While shading nodes control the appearance, these settings control the quality and algorithms
that each renderer uses to render the material.
- :doc:`Eevee specific settings </render/eevee/materials/settings>`
- :doc:`EEVEE specific settings </render/eevee/materials/settings>`
- :doc:`Cycles specific settings </render/cycles/material_settings>`

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@ -6,7 +6,7 @@ Introduction
.. figure:: /images/render_output_properties_stereoscopy_usage_viewport.png
Multi-view is a complete toolset for working with stereoscopic rendering in Blender.
It works with both the Eevee and Cycles rendering engines.
It works with both the EEVEE and Cycles rendering engines.
Cycles additionally supports stereoscopic panoramic cameras.
There is support for many different stereo 3D visualization types.

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@ -8,7 +8,7 @@ Shader To RGB
:align: right
:alt: Shader to RGB.
:guilabel:`Eevee Only`
:guilabel:`EEVEE Only`
The Shader to RGB node is typically used for non-photorealistic rendering,
to apply additional effects on the output of BSDFs.

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@ -63,10 +63,10 @@ Transmission Depth :guilabel:`Cycles Only`
This can be used to avoid black surfaces, due to low amount of max bounces.
Eevee Support
EEVEE Support
=============
Eevee has no real concept of rays. But in order to ease the workflow between Cycles and Eevee
EEVEE has no real concept of rays. But in order to ease the workflow between Cycles and EEVEE
some of the outputs are only supported in particular cases.
This node makes it possible to tweak indirect lighting in the shader.

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@ -23,7 +23,7 @@ Properties
Target
Render engine the input shaders are used for.
By default shaders are shared between Cycles and Eevee,
By default shaders are shared between Cycles and EEVEE,
with multiple output nodes specialized shader setups can be created for each.

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@ -27,7 +27,7 @@ Properties
Target
Render engine the input shaders are used for.
By default shaders are shared between Cycles and Eevee,
By default shaders are shared between Cycles and EEVEE,
with multiple output nodes specialized shader setups can be created for each.

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@ -34,7 +34,7 @@ Properties
Target
Render engine the input shaders are used for.
By default shaders are shared between Cycles and Eevee,
By default shaders are shared between Cycles and EEVEE,
with multiple output nodes specialized shader setups can be created for each.

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@ -38,13 +38,11 @@ Distribution
Microfacet distribution to use.
:GGX: GGX microfacet distribution.
:Multiple-scattering GGX: :guilabel:`Cycles Only`
Takes multiple bounce (scattering) events between microfacets into account.
This gives a more energy conserving results, which would otherwise be visible as excessive darkening.
:Multiscatter GGX: :guilabel:`Cycles Only`
GGX with additional correction to account for multiple scattering,
preserve energy and prevent unexpected darkening at high roughness.
:Beckmann: :guilabel:`Cycles Only`
Beckmann microfacet distribution.
:Ashikhmin-Shirley: :guilabel:`Cycles Only`
Ashikhmin-Shirley microfacet distribution.
Outputs

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@ -53,14 +53,14 @@ Properties
Distribution
Microfacet distribution to use.
:GGX: GGX microfacet distribution.
:Multiple-scattering GGX: :guilabel:`Cycles Only`
Takes multiple bounce (scattering) events between microfacets into account.
This gives a more energy conserving results, which would otherwise be visible as excessive darkening.
:Beckmann: :guilabel:`Cycles Only`
Beckmann microfacet distribution.
:GGX: GGX microfacet distribution.
:Ashikhmin-Shirley: :guilabel:`Cycles Only`
Ashikhmin-Shirley microfacet distribution.
:Multiscatter GGX: :guilabel:`Cycles Only`
GGX with additional correction to account for multiple scattering,
preserve energy and prevent unexpected darkening at high roughness.
Outputs

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@ -25,6 +25,6 @@
toon.rst
translucent.rst
transparent.rst
velvet.rst
sheen.rst
volume_absorption.rst
volume_scatter.rst

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@ -32,6 +32,27 @@ Inputs
Base Color
Diffuse or metal surface color.
Roughness
Specifies microfacet roughness of the surface for diffuse and specular reflection.
Metallic
Blends between a non-metallic and metallic material model.
A value of 1.0 gives a fully specular reflection tinted with the base color,
without diffuse reflection or transmission.
At 0.0 the material consists of a diffuse or transmissive base layer, with a specular reflection layer on top.
IOR
Index of refraction for transmission.
Transmission
Mix between fully opaque surface at zero and fully glass like transmission at one.
Alpha
Controls the transparency of the surface, with 1.0 fully opaque.
Usually linked to the Alpha output of an Image Texture node.
Normal
Controls the normals of the base layers.
Substance
---------
Subsurface
Mix between diffuse and subsurface scattering.
Rather than being a simple mix between Diffuse and Subsurface Scattering,
@ -48,11 +69,11 @@ Subsurface IOR :guilabel:`Cycles Only`
Index of refraction for *Subsurface Scattering*.
Subsurface Anisotropy :guilabel:`Cycles Only`
Controls the directionality of subsurface scattering.
Metallic
Blends between a non-metallic and metallic material model.
A value of 1.0 gives a fully specular reflection tinted with the base color,
without diffuse reflection or transmission.
At 0.0 the material consists of a diffuse or transmissive base layer, with a specular reflection layer on top.
Specular
--------
Specular
Amount of dielectric specular reflection. Specifies facing (along normal)
reflectivity in the most common 0 - 8% range.
@ -76,9 +97,6 @@ Specular Tint
Normal dielectrics have colorless reflection, so this parameter is not technically physically correct
and is provided for faking the appearance of materials with complex surface structure.
Roughness
Specifies microfacet roughness of the surface for diffuse and specular reflection.
Anisotropic :guilabel:`Cycles Only`
Amount of anisotropy for specular reflection. Higher values give elongated highlights along the tangent direction;
negative values give highlights shaped perpendicular to the tangent direction.
@ -90,35 +108,42 @@ Anisotropic Rotation :guilabel:`Cycles Only`
Compared to the *Anisotropic BSDF* node, the direction of highlight elongation
is rotated by 90°. Add 0.25 to the value to correct.
Sheen
Amount of soft velvet like reflection near edges,
for simulating materials such as cloth.
Sheen Tint
Mix between white and using base color for sheen reflection.
Tangent
Controls the tangent for the *Anisotropic* layer.
Coat
----
Clearcoat
Extra white specular layer on top of others.
This is useful for materials like car paint and the like.
Clearcoat Roughness:
Roughness of clearcoat specular.
IOR
Index of refraction for transmission.
Transmission
Mix between fully opaque surface at zero and fully glass like transmission at one.
Clearcoat Normal
Controls the normals of the *Clearcoat* layer.
Sheen
-----
Sheen
Amount of soft velvet like reflection near edges, for simulating materials such as cloth.
Sheen Roughness
Controls the amount of color that is reflected back to the camera,
higher values reflect more color and can give a dusty appearance, while lower values look fuzzy and darker.
Sheen Tint
The color of the sheen reflection.
Emission
--------
Emission
Light emission from the surface, like the Emission shader.
Emission Strength
Strength of the emitted light. A value of 1.0 will ensure that the object
in the image has the exact same color as the *Emission Color*, i.e. make it 'shadeless'.
Alpha
Controls the transparency of the surface, with 1.0 fully opaque.
Usually linked to the Alpha output of an Image Texture node.
Normal
Controls the normals of the base layers.
Clearcoat Normal
Controls the normals of the *Clearcoat* layer.
Tangent
Controls the tangent for the *Anisotropic* layer.
Properties
@ -129,15 +154,14 @@ Distribution
:GGX:
A method that is faster than *Multiple-scattering GGX* but is less physically accurate.
:Multiple-scattering GGX:
Takes multiple bounce (scattering) events between microfacets into account.
This gives a more energy conserving results,
which would otherwise be visible as excessive darkening.
:Multiscatter GGX: :guilabel:`Cycles Only`
GGX with additional correction to account for multiple scattering,
preserve energy and prevent unexpected darkening at high roughness.
Subsurface Method
Rendering method to simulate subsurface scattering.
.. note:: Eevee does use not support the *Random Walk* methods.
.. note:: EEVEE does not support the *Random Walk* methods.
:Christensen-Burley:
An approximation to physically-based volume scattering.

View File

@ -31,8 +31,11 @@ Properties
==========
Distribution
Microfacet distribution to use. *Sharp* results in perfectly sharp refractions,
while *Beckmann* and *GGX* can use the *Roughness* input for blurry refractions.
Microfacet distribution to use.
:GGX: GGX microfacet distribution.
:Beckmann: :guilabel:`Cycles Only`
Beckmann microfacet distribution.
Outputs

View File

@ -0,0 +1,62 @@
.. _bpy.types.ShaderNodeBsdfVelvet:
.. _bpy.types.ShaderNodeBsdfSheen:
***********
Sheen BSDF
***********
.. figure:: /images/node-types_ShaderNodeBsdfSheen.png
:align: right
:alt: Sheen BSDF node.
:guilabel:`Cycles Only`
The *Sheen* :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
is used to add reflection to materials that have micro surface details such as cloth or dust.
This shader is intended to be layered on top of other shaders such as
:term:`dielectric <Dielectric Material>` or metallic shader setups.
Inputs
======
Color
Color of the surface, or physically speaking, the probability that light is reflected for each wavelength.
Roughness
Controls the amount of color that is reflected back to the camera,
higher values reflect more color and can give a dusty appearance, while lower values look fuzzy and darker.
Normal
Normal used for shading; if nothing is connected the default shading normal is used.
Properties
==========
Distribution
Sheen shading model.
:Ashikhmin: Classic Ashikhmin velvet, used in Blender versions prior to 4.0
:Microfiber: Microflake-based model of multiple scattering between normal-oriented fibers.
Outputs
=======
BSDF
Standard shader output.
Examples
========
.. list-table::
:widths: auto
* - .. figure:: /images/render_shader-nodes_shader_sheen_example.png
The Sheen shader example.
- .. figure:: /images/render_shader-nodes_shader_sheen_behavior.svg
:width: 308px
The Sheen shader behavior.

View File

@ -8,7 +8,7 @@ Specular BSDF
:align: right
:alt: Specular BSDF node.
:guilabel:`Eevee Only`
:guilabel:`EEVEE Only`
The *Specular* :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
combines multiple layers into a single easy to use node.

View File

@ -45,7 +45,7 @@ Properties
Subsurface Method
Rendering method to simulate subsurface scattering.
.. note:: Eevee does use not support the *Random Walk* methods.
.. note:: EEVEE does not support the *Random Walk* methods.
:Christensen-Burley:
An approximation to physically-based volume scattering.

View File

@ -1,57 +0,0 @@
.. _bpy.types.ShaderNodeBsdfVelvet:
***********
Velvet BSDF
***********
.. figure:: /images/node-types_ShaderNodeBsdfVelvet.webp
:align: right
:alt: Velvet BSDF node.
:guilabel:`Cycles Only`
The *Velvet* :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
is used to add reflection to materials such as cloth.
It is meant to be used together with other shaders (such as a *Diffuse Shader*)
and is not particularly useful on its own.
Inputs
======
Color
Color of the surface, or physically speaking, the probability that light is reflected for each wavelength.
Sigma
Variance of the normal distribution,
controlling the sharpness of the peak. It can be thought of as a kind of *roughness*.
Normal
Normal used for shading; if nothing is connected the default shading normal is used.
Properties
==========
This node has no properties.
Outputs
=======
BSDF
Standard shader output.
Examples
========
.. list-table::
:widths: auto
* - .. figure:: /images/render_shader-nodes_shader_velvet_example.jpg
The Velvet shader example.
- .. figure:: /images/render_shader-nodes_shader_velvet_behavior.svg
:width: 308px
The Velvet shader behavior.

View File

@ -8,10 +8,10 @@
:maxdepth: 2
introduction.rst
grease_pencil.rst
performance.rst
sampling.rst
lighting.rst
color.rst
options.rst
grease_pencil.rst
display_settings.rst
sampling.rst

View File

@ -13,7 +13,7 @@ Its primary task is to display a scene in the 3D Viewport when it is being worke
the Workbench render engine can be selected as the *Render Engine* in the Render properties.
By default the 3D Viewport uses Workbench to shade and light objects.
Unlike other render engines such as Eevee or Cycles, the Workbench engine does not use shader nodes.
Unlike other render engines such as EEVEE or Cycles, the Workbench engine does not use shader nodes.
Instead, shading settings can be tweaked in the 3D Viewport's :doc:`Shading popover </editors/3dview/display/shading>`
or the render properties when doing final renders.

View File

@ -55,7 +55,7 @@ New objects can be created with the *Add* menu in the 3D Viewport's header.
:doc:`Light </render/lights/light_object>`
Empty objects that emit light and are used for lighting the scene in renders.
:doc:`Light Probe </render/eevee/light_probes/introduction>`
Used by the Eevee render engine to record lighting information for indirect lighting.
Used by the EEVEE render engine to record lighting information for indirect lighting.
:doc:`Camera </render/cameras>`
This is the virtual camera that is used to determine what appears in the render.

View File

@ -186,10 +186,11 @@ Sample Color
.. reference::
:Mode: Sculpt Mode
:Menu: :menuselection:`Sculpt --> Set Pivot`
:Menu: :menuselection:`Sculpt --> Sample Color`
:Shortcut: :kbd:`Shift-X`
Sample the vertex color of the active vertex.
Adjust the brush color of the :doc:`/sculpt_paint/sculpting/tools/paint` tool to the color under the mouse cursor.
.. _bpy.ops.sculpt.set_pivot_position:

View File

@ -39,7 +39,7 @@ Brush Settings
==============
General
*******
-------
.. note::
@ -47,29 +47,29 @@ General
and on :ref:`sculpt-tool-settings-brush-settings-advanced` brush settings.
Unique
******
------
.. _bpy.types.Brush.boundary_deform_type:
Deformation
Deformation type that is used by the brush.
Bend
:Bend:
Rotates the boundary around the local Y axis.
Useful for creating folding shapes, like sleeves.
Expand
:Expand:
Moves/extends the mesh boundary in the local X direction.
Useful for extending the boundaries along the surface.
Inflate
:Inflate:
Works similar to the :doc:`Inflate </sculpt_paint/sculpting/tools/inflate>` tool but,
the vertices that are inflated are constrained to the mesh boundary.
Grab
:Grab:
Works similar to the :doc:`Grab </sculpt_paint/sculpting/tools/grab>` tool but,
the vertices that are grabbed are constrained to the mesh boundary.
Twist
:Twist:
Rotates the active boundary around the local Z axis.
Useful for creating folds like on a skirt.
Smooth
:Smooth:
Works similar to the :doc:`Grab </sculpt_paint/sculpting/tools/smooth>` tool but,
the vertices that are smoothed are constrained to the mesh boundary.
@ -78,13 +78,13 @@ Deformation
Boundary Falloff
How the brush :doc:`Falloff </sculpt_paint/brush/falloff>` is applied across the boundary.
Constant
:Constant:
Applies the same deformation in the entire boundary.
Brush Radius
:Brush Radius:
Applies the deformation only within the brush radius.
Loop
:Loop:
Applies the brush falloff in a loop pattern along the boundary.
Loop and Invert
:Loop and Invert:
Applies the falloff radius in a loop pattern,
inverting the direction back & forth.

View File

@ -18,8 +18,8 @@ Click and drag away from the object for a positive effect and towards for a nega
that should remain stationary, or by using :ref:`Face Sets <sculpting-editing-facesets>`.
Brush Settings
==============
Tool Settings
=============
Filter Type
Operation that is going to be applied to the mesh.

View File

@ -31,6 +31,8 @@ General
Unique
------
.. _bpy.types.Brush.invert_to_scrape_fill:
Invert to Scrape
When enabled, holding :kbd:`Ctrl` while sculpting
changes the brush behavior to be the same as the *Scrape* brush.

View File

@ -37,7 +37,5 @@ Unique
Mask Tool
The mask brush has two modes:
Draw
Mask drawing.
Smooth :kbd:`Shift`
Holding :kbd:`Shift` will instead smooth existing masks.
:Draw: Mask drawing.
:Smooth: Holding :kbd:`Shift` will instead smooth existing masks.

View File

@ -35,6 +35,8 @@ General
Unique
------
.. _bpy.types.Brush.smear_deform_type:
Deformation
Deformation type that is used by the brush.

View File

@ -39,25 +39,37 @@ Strength
Unique
------
.. _bpy.types.Brush.flow:
Flow
Amount of paint that is applied per stroke sample.
Used to create fast/slow accumulation effect.
.. _bpy.types.Brush.wet_mix:
Wet Mix
Amount of paint that is picked from the surface into the brush color.
Can achieve the effect of a wet canvas.
.. _bpy.types.Brush.wet_persistence:
Wet Persistence
Amount of wet paint that stays in the brush after applying paint to the surface.
.. _bpy.types.Brush.wet_paint_radius_factor:
Wet Paint Radius
Ratio between the brush radius and the radius that is going to be used to sample the color to blend in wet paint.
.. _bpy.types.Brush.density:
Density
Amount of random elements that are going to be affected by this brush.
Use this for a more detailed airbrush effect.
This works best on a high resolution.
.. _bpy.types.Brush.tip_scale_x:
Tip Scale X
Scale of the brush tip in the X axis.
This is useful for a achieving a painting stroke like a marker or paint roller.

View File

@ -3,23 +3,6 @@
Editing
*******
.. _bpy.ops.paint.vertex_color_set:
Set Vertex Colors
=================
.. reference::
:Mode: Vertex Paint Mode
:Menu: :menuselection:`Paint --> Set Vertex Colors`
:Shortcut: :kbd:`Ctrl-X`
Fill the active Color Attribute with the current paint color.
Affect Alpha
Set color completely opaque instead of reusing existing alpha.
.. _bpy.ops.paint.vertex_color_smooth:
Smooth Vertex Colors
@ -128,3 +111,36 @@ Brightness/Contrast
:Menu: :menuselection:`Paint --> Brightness/Contrast`
Adjust the brightness/contrast of the selected vertices.
.. _bpy.ops.paint.vertex_color_set:
Set Vertex Colors
=================
.. reference::
:Mode: Vertex Paint Mode
:Menu: :menuselection:`Paint --> Set Vertex Colors`
:Shortcut: :kbd:`Ctrl-X`
Fill the active Color Attribute with the current paint color.
Affect Alpha
Set color completely opaque instead of reusing existing alpha.
.. _bpy.ops.paint.sample_color:
Sample Color
============
.. reference::
:Mode: Vertex Paint Mode
:Menu: :menuselection:`Paint --> Sample Color`
:Shortcut: :kbd:`Shift-X`
Adjust the brush color of the :doc:`Draw </sculpt_paint/vertex_paint/tools>`
tool to the color under the mouse cursor.

View File

@ -315,12 +315,9 @@ Expand/Contract
Source
The vertices to mix with.
All
Smoothing will smooth both selected and deselected vertices.
Only Selected
Smoothing will only smooth with selected vertices.
Only Deselected
Smoothing will only smooth with deselected vertices.
:All: Smoothing will smooth both selected and deselected vertices.
:Only Selected: Smoothing will only smooth with selected vertices.
:Only Deselected: Smoothing will only smooth with deselected vertices.
Transfer Weights
@ -392,6 +389,47 @@ Limit
Maximum number of weights allowed on each vertex.
.. _bpy.ops.paint.weight_set:
Set Weight
==========
.. reference::
:Mode: Weight Paint Mode
:Menu: :menuselection:`Weight --> Set Weight`
:Shortcut: :kbd:`Ctrl-X`
Fill the active vertex group with the current paint weight.
Sample Weight
=============
.. reference::
:Mode: Weight Paint Mode
:Menu: :menuselection:`Weight --> Sample Weight`
:Shortcut: :kbd:`Shift-X`
Adjust the Weight of the :doc:`Draw </sculpt_paint/weight_paint/tools>`
tool to the weight of the vertex under the mouse cursor.
.. _bpy.ops.paint.weight_sample_group:
Sample Group
============
.. reference::
:Mode: Weight Paint Mode
:Menu: :menuselection:`Weight --> Sample Group`
:Shortcut: :kbd:`Shift-Ctrl-X`
Select one of the vertex groups available under current mouse position.
.. _bpy.ops.paint.weight_gradient:
Gradient (Linear)

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