scene_3ds: Changed shader nodes image #104579
@ -24,3 +24,12 @@ insert_final_newline = true
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indent_style = space
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indent_size = 3
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max_line_length = 120
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# Makefile
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[{Makefile,GNUmakefile}]
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charset = utf-8
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trim_trailing_whitespace = true
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insert_final_newline = true
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indent_style = tab
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indent_size = 4
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max_line_length = 120
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|
@ -89,7 +89,7 @@ Material Type
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.. note::
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*Blend Mode* and *Shadow Mode* options are specific to the Eevee renderer.
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*Blend Mode* and *Shadow Mode* options are specific to the EEVEE renderer.
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For a detailed explanation of each option, see :doc:`Material Settings </render/eevee/materials/settings>`.
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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
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color. Furthermore, several other properties such as ``Metallic``,
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``Roughness`` and ``Transmission`` can be changed. These are the properties
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in the :doc:`Principled BSDF shader </render/shader_nodes/shader/principled>`.
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There are also some properties for :doc:`Eevee </render/eevee/index>`, which
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There are also some properties for :doc:`EEVEE </render/eevee/index>`, which
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can be used to determine the object's transparency etc.
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Note that in the header of the custom data file,
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all possible values of the string options ``P BSDF Subsurface method``,
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``P BSDF Distribution``, ``Eevee Blend Method`` and ``Eevee Shadow Method``
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``P BSDF Distribution``, ``EEVEE Blend Method`` and ``EEVEE Shadow Method``
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are listed.
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.. 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
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.. tip::
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Sheen BSDF node is only available on Cycles render engine.
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You may have to temporary switch to Cycles to add this node, and get back to Eevee.
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You may have to temporary switch to Cycles to add this node, and get back to EEVEE.
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.. note::
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@ -452,8 +452,8 @@ Double-Sided / Backface Culling
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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For materials where only the front faces will be visible, turn on *Backface Culling* in
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the *Settings* panel of an Eevee material. When using other engines (Cycles, Workbench)
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you can temporarily switch to Eevee to configure this setting, then switch back.
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the *Settings* panel of an EEVEE material. When using other engines (Cycles, Workbench)
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you can temporarily switch to EEVEE to configure this setting, then switch back.
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Leave this box unchecked for double-sided materials.
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@ -468,7 +468,7 @@ Blend Modes
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The Base Color input can optionally supply alpha values.
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How these values are treated by glTF depends on the selected blend mode.
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With the Eevee render engine selected, each material has a Blend Mode on
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With the EEVEE render engine selected, each material has a Blend Mode on
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the material settings panel. Use this setting to define how alpha values from
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the Base Color channel are treated in glTF. Three settings are supported by glTF:
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@ -482,7 +482,7 @@ Alpha Clip
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.. figure:: /images/addons_import-export_scene-gltf2_material-alpha-blend.png
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With the Eevee engine selected, a material's blend modes are configurable.
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With the EEVEE engine selected, a material's blend modes are configurable.
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.. note::
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@ -44,7 +44,7 @@ Instructions
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.. reference::
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:Category: Lighting
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:Description: Creates a Dynamic Sky for Cycles/Eevee.
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:Description: Creates a Dynamic Sky for Cycles/EEVEE.
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:Location: :menuselection:`3D Viewport --> Sidebar --> Create tab`
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:File: lighting_dynamic_sky.py
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:Author: Pratik Solanki
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@ -4,7 +4,7 @@ Material Utilities
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******************
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Materials Utilities/Specials is designed to help with batch materials tasks.
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The add-on works in either Eevee or Cycles renderers.
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The add-on works in either EEVEE or Cycles renderers.
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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
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**1.** It detects the drawing of a closed segment.
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.. figure:: /images/addons_mesh_snap_utilities-creating-faces-1.jpg
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.. figure:: /images/addons_mesh_snap_utilities-creating-faces-1.png
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:align: center
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**2.** The last vertex of the segment binds to an edge that connects another vertex of the segment.
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.. figure:: /images/addons_mesh_snap_utilities-creating-faces-2.jpg
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.. figure:: /images/addons_mesh_snap_utilities-creating-faces-2.png
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:align: center
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**3.** It detects an isolated edge loop.
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.. figure:: /images/addons_mesh_snap_utilities-creating-faces-3.jpg
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.. figure:: /images/addons_mesh_snap_utilities-creating-faces-3.png
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:align: center
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**4.** We redraw existing edges to match the conditions mentioned above.
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.. figure:: /images/addons_mesh_snap_utilities-creating-faces-4.jpg
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.. figure:: /images/addons_mesh_snap_utilities-creating-faces-4.png
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:align: center
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@ -130,13 +130,35 @@ the following features:
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add a rig sample to your armature to see how it is supposed to be used.
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.. _bpy.ops.Armature.rigify_apply_selection_colors:
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.. _bpy.ops.Armature.rigify_add_bone_groups:
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.. _bpy.types.Armature.rigify_colors_lock:
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.. _bpy.types.Armature.rigify_theme_to_add:
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.. _bpy.types.Armature.rigify_colors_index:
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.. _bpy.types.RigifySelectionColors:
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.. _bpy.types.RigifyArmatureLayer:
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Preserved Bone Properties
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^^^^^^^^^^^^^^^^^^^^^^^^^
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Certain properties of the metarig bones are often copied to the generated rig control, deform and mechanism bones.
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The exact set depends on the sub-rig and the specific generated bone, and the sub-rig may override some properties
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even if it copies others of its subset, but there are certain common patterns:
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Parenting Settings
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This subset consists of the parent ORG bone, Use Connect, Use Inherit Rotation, Use Local Location, and Inherit Scale.
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It is usually copied to deform bones, FK controls, and in other cases where the sub-rig doesn't have a reason
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to completely override them.
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Bendy Bone Settings (Edit Mode)
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Consist of the segment count, Mapping Mode, Ease In/Out, Roll In/Out, Curve In/Out and Scale In/Out.
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The segment count is often overridden via a sub-rig option, but other settings are usually copied to deform
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bones as is.
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Transformation Settings
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Consist of the rotation mode, pose mode rotation values, and channel locks.
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These settings are usually copied to FK controls.
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Custom Properties
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Usually copied to one of the controls generated based on the metarig bone (mainly FK). Intra-armature drivers
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that access the property are retargeted to the copied instance.
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Custom Widget
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Usually copied to one of the controls generated based on the metarig bone (mainly FK), and suppresses automatic
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generation of a widget for the bone if specified.
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Custom Root Bone
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^^^^^^^^^^^^^^^^
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@ -149,7 +171,14 @@ The custom root bone must have no parent, and use the :ref:`basic.raw_copy <rigi
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type or none.
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.. _bpy.ops.Armature.rigify_apply_selection_colors:
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.. _bpy.ops.Armature.rigify_add_bone_groups:
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.. _bpy.types.Armature.rigify_colors:
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.. _bpy.types.Armature.rigify_colors_lock:
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.. _bpy.types.Armature.rigify_theme_to_add:
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.. _bpy.types.Armature.rigify_colors_index:
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.. _bpy.types.RigifySelectionColors:
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.. _bpy.types.RigifyArmatureLayer:
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Color Sets
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==========
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|
@ -217,7 +217,8 @@ Legs
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:width: 200px
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IK & FK Toe :guilabel:`Optional`
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Two separate IK and FK controls for the toe (this is on by default and recommended for stable IK<->FK snapping).
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Two separate IK and FK controls for the toe (this is on by default in the bundled metarigs,
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and is recommended for stable IK<->FK snapping).
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IK Heel
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A heel control which can be rotated to command forward or backward roll, sideways rock, or yaw of the heel.
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Toe Pivot :guilabel:`Optional`
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@ -1,10 +1,10 @@
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.. _realtime-compositor:
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*******************
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Realtime Compositor
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*******************
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**************
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GPU Compositor
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**************
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The Realtime Compositor is a new GPU accelerated compositor introduced in Blender 3.5 and is
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The new GPU accelerated compositor introduced in Blender 3.5 and is
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currently used for :ref:`viewport compositing <viewport-compositing>`. This compositor is currently
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more limited and not all :ref:`Compositor Nodes <compositor-nodes>` are supported, such nodes are
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marked with the :guilabel:`CPU Compositor Only` label along with notes about other limitations.
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@ -319,7 +319,7 @@ pixel space of the input.
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Output
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======
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The realtime compositor only supports a single active output target, that is, only one of the
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The GPU compositor only supports a single active output target, that is, only one of the
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:ref:`Composite nodes <bpy.types.CompositorNodeComposite>`, :ref:`Viewer nodes
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<bpy.types.CompositorNodeViewer>`, or :ref:`Split Viewer nodes
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<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
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:guilabel:`CPU Compositor Only`
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The Cryptomatte node uses the Cryptomatte standard to efficiently create mattes for compositing.
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Cycles and Eevee output the required render passes, which can then be used in the Compositor
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Cycles and EEVEE output the required render passes, which can then be used in the Compositor
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or another compositor with Cryptomatte support to create masks for specified objects.
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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)
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:guilabel:`CPU Compositor Only`
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The Cryptomatte node uses the Cryptomatte standard to efficiently create mattes for compositing.
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Cycles and Eevee output the required render passes, which can then be used in the Compositor
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Cycles and EEVEE output the required render passes, which can then be used in the Compositor
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or another compositor with Cryptomatte support to create masks for specified objects.
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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
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.. seealso::
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The ID Mask node is superseded by the :doc:`/compositing/types/mask/cryptomatte`.
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Cryptomatte is more feature complete and supported by Cycles and Eevee.
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Cryptomatte is more feature complete and supported by Cycles and EEVEE.
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It is recommended to use this feature moving forward.
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|
@ -201,7 +201,7 @@ Specular Highlighting
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Material Preview
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================
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Render the 3D Viewport with :doc:`Eevee </render/eevee/introduction>` and an HDRI environment.
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Render the 3D Viewport with :doc:`EEVEE </render/eevee/introduction>` and an HDRI environment.
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This mode is particularly suited for previewing materials and painting textures.
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You can select different lighting conditions to test your materials.
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@ -244,7 +244,7 @@ Render Pass
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Compositor
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Controls the enablement of the compositor in the viewport. If enabled, the scene compositor node
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tree will be evaluated using the :ref:`Realtime Compositor <realtime-compositor>` and the output
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tree will be evaluated using the :ref:`GPU Compositor <realtime-compositor>` and the output
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will be displayed directly in the viewport.
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:Disabled: Always disabled.
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|
@ -30,7 +30,7 @@ the Cycles Renderer.
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.. note::
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Viewport rendering only works for the Workbench and Eevee render engines.
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Viewport rendering only works for the Workbench and EEVEE render engines.
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It's not supported for Cycles.
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.. tip::
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@ -46,7 +46,7 @@ Some settings are located in the properties of the render engine
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that is used to render the view.
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Solid mode uses the render settings of Workbench;
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Material Preview mode uses the render settings of Eevee.
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Material Preview mode uses the render settings of EEVEE.
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Additionally, some output settings are used too:
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|
@ -6,21 +6,23 @@ Editing
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Control
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=======
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.. _bpy.types.SpaceDopeSheetEditor.auto_snap:
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Auto Snapping
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-------------
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Snap
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----
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Activates automatic snapping when you moving keys.
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:Frame Step: Snap to 1.0 frame intervals.
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:Second Step: Snap to 1.0 second intervals.
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:Nearest Frame: Snap to actual frames (NLA-action time).
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:Nearest Second: Snap to actual seconds (NLA-action time).
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:Nearest Marker: Snap to nearest marker.
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Snap To
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Type of element to snap to.
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:Frame: Snap to frame.
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:Second: Snap to seconds.
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:Nearest Marker: Snap to nearest :doc:`Marker </animation/markers>`.
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|
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Absolute Time Snap
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Absolute time alignment when transforming keyframes
|
||||
|
||||
|
||||
Proportional Editing
|
||||
--------------------
|
||||
|
||||
Todo.
|
||||
See :doc:`Proportional Editing </editors/3dview/controls/proportional_editing>`.
|
||||
|
@ -98,8 +98,8 @@ Filter (funnel icon)
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||||
This option may affect the playback speed for heavy scenes.
|
||||
|
||||
|
||||
Curve Controls
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||||
--------------
|
||||
Transform Controls
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||||
------------------
|
||||
|
||||
.. figure:: /images/editors_graph-editor_introduction_header-edit.png
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||||
:width: 250px
|
||||
@ -109,22 +109,22 @@ Curve Controls
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||||
Pivot Point
|
||||
Pivot point for rotation.
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||||
|
||||
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*.
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||||
: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>`.
|
||||
|
@ -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.
|
||||
|
@ -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
|
||||
======
|
||||
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
@ -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>`
|
||||
|
@ -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
|
||||
|
@ -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).
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
@ -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|
|
||||
|
@ -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.
|
||||
|
||||
|
@ -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.
|
||||
|
@ -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.
|
||||
|
@ -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.
|
||||
|
@ -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
|
||||
================
|
||||
|
||||
|
BIN
manual/images/modeling_geometry-nodes_points-to-curves.png
(Stored with Git LFS)
Normal file
BIN
manual/images/modeling_geometry-nodes_points-to-curves.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
manual/images/node-types_GeometryNodePointsToCurves.webp
(Stored with Git LFS)
Normal file
BIN
manual/images/node-types_GeometryNodePointsToCurves.webp
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
manual/images/node-types_ShaderNodeBsdfSheen.png
(Stored with Git LFS)
Normal file
BIN
manual/images/node-types_ShaderNodeBsdfSheen.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
manual/images/node-types_ShaderNodeBsdfVelvet.webp
(Stored with Git LFS)
BIN
manual/images/node-types_ShaderNodeBsdfVelvet.webp
(Stored with Git LFS)
Binary file not shown.
After Width: | Height: | Size: 897 B |
BIN
manual/images/render_shader-nodes_shader_sheen_example.png
(Stored with Git LFS)
Normal file
BIN
manual/images/render_shader-nodes_shader_sheen_example.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
manual/images/render_shader-nodes_shader_velvet_example.jpg
(Stored with Git LFS)
BIN
manual/images/render_shader-nodes_shader_velvet_example.jpg
(Stored with Git LFS)
Binary file not shown.
BIN
manual/images/video-editing-retiming.png
(Stored with Git LFS)
BIN
manual/images/video-editing-retiming.png
(Stored with Git LFS)
Binary file not shown.
@ -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
|
||||
|
||||
|
@ -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>`.
|
||||
|
||||
|
@ -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
|
||||
-----------
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
||||
|
77
manual/modeling/geometry_nodes/point/points_to_curves.rst
Normal file
77
manual/modeling/geometry_nodes/point/points_to_curves.rst
Normal file
@ -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.
|
@ -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`
|
||||
|
@ -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
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
.. _bpy.types.SceneEEVEE:
|
||||
|
||||
#########
|
||||
Eevee
|
||||
EEVEE
|
||||
#########
|
||||
|
||||
.. toctree::
|
||||
|
@ -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.
|
||||
|
@ -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.
|
||||
|
@ -23,7 +23,7 @@ Common
|
||||
.. _bpy.types.Light.use_custom_distance:
|
||||
.. _bpy.types.Light.cutoff_distance:
|
||||
|
||||
Eevee
|
||||
EEVEE
|
||||
=====
|
||||
|
||||
Specular
|
||||
|
@ -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).
|
||||
|
@ -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>`.
|
||||
|
@ -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.
|
||||
|
||||
|
@ -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.
|
||||
|
@ -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.
|
||||
|
@ -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.
|
||||
|
||||
|
@ -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.
|
||||
|
@ -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::
|
||||
|
@ -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.
|
||||
|
@ -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>`.
|
||||
|
@ -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.
|
||||
|
||||
|
@ -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
|
||||
|
@ -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.
|
||||
|
@ -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.
|
||||
|
||||
|
@ -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>`
|
||||
|
||||
|
||||
|
@ -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".
|
||||
|
||||
|
@ -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>`
|
||||
|
||||
|
||||
|
@ -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.
|
||||
|
||||
|
@ -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.
|
||||
|
@ -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.
|
||||
|
||||
|
@ -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.
|
||||
|
||||
|
||||
|
@ -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.
|
||||
|
||||
|
||||
|
@ -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.
|
||||
|
||||
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
@ -25,6 +25,6 @@
|
||||
toon.rst
|
||||
translucent.rst
|
||||
transparent.rst
|
||||
velvet.rst
|
||||
sheen.rst
|
||||
volume_absorption.rst
|
||||
volume_scatter.rst
|
||||
|
@ -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.
|
||||
|
@ -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
|
||||
|
62
manual/render/shader_nodes/shader/sheen.rst
Normal file
62
manual/render/shader_nodes/shader/sheen.rst
Normal 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.
|
@ -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.
|
||||
|
@ -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.
|
||||
|
@ -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.
|
@ -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
|
||||
|
@ -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.
|
||||
|
||||
|
@ -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.
|
||||
|
@ -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:
|
||||
|
@ -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.
|
||||
|
||||
|
@ -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.
|
||||
|
@ -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.
|
||||
|
@ -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.
|
||||
|
@ -35,6 +35,8 @@ General
|
||||
Unique
|
||||
------
|
||||
|
||||
.. _bpy.types.Brush.smear_deform_type:
|
||||
|
||||
Deformation
|
||||
Deformation type that is used by the brush.
|
||||
|
||||
|
@ -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.
|
||||
|
@ -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.
|
||||
|
@ -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)
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user