WIP: EEVEE-Next: Initial pass blender manual #104615

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Jeroen Bakker wants to merge 5 commits from Jeroen-Bakker/blender-manual:eevee-next/first-iteration into main

When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.
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C:\BlenderSource\docs>make
[sphinx-autobuild] > sphinx-build -j auto -D language=en 'C:\BlenderSource\docs\manual' 'C:\BlenderSource\docs\build\html'
Running Sphinx v6.0.1
loading pickled environment... done
loading intersphinx inventory from https://docs.blender.org/api/4.1/objects.inv...
building [mo]: targets for 0 po files that are out of date
building [html]: targets for 1995 source files that are out of date
updating environment: [config changed ('project')] 2003 added, 5 changed, 76 removed
reading sources... [100%] video_editing/setup/introduction
C:\BlenderSource\docs\manual\addons\rigging\rigify\metarigs.rst:98: WARNING: duplicate label bpy.types.posebone.rigify_type, other instance in C:\BlenderSource\docs\manual\addons\rigging\rigify\rig_types\index.rst
C:\BlenderSource\docs\manual\addons\rigging\rigify\metarigs.rst:98: WARNING: duplicate label bpy.types.rigifyparameters, other instance in C:\BlenderSource\docs\manual\addons\rigging\rigify\rig_types\index.rst
C:\BlenderSource\docs\manual\modeling\geometry_nodes\tools.rst:6: WARNING: duplicate label bpy.types.geometrynode, other instance in C:\BlenderSource\docs\manual\modeling\geometry_nodes\index.rst
looking for now-outdated files... none found
pickling environment... done
checking consistency... done
preparing documents... done
writing output... [100%] video_editing/setup/introduction
C:\BlenderSource\docs\manual\modeling\geometry_nodes\introduction.rst:30: WARNING: unknown document: '/modeling/geometry_nodes/operators'
generating indices... genindex done
writing additional pages... 404 search opensearch done
copying images... [100%] images/vse_setup_project_dir-structure-example.png
copying static files... done
copying extra files... done
dumping search index in English (code: en)... done
dumping object inventory... done
build succeeded, 4 warnings.

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@ -270,10 +270,6 @@ All Image Texture nodes used for clearcoat shading should have their *Color Spac
Sheen Sheen
^^^^^ ^^^^^
When the *Sheen BSDF* node is used in addition to Principled BSDF node, the ``KHR_materials_sheen`` glTF
extension will be included in the export. The Sheen Color will be exported from Color socket of Sheen node.
Sheen Roughness will be exported from Roughness socket.
If a Sheen Roughness Texture is used, glTF requires the values be written to the alpha (``A``) channel. If a Sheen Roughness Texture is used, glTF requires the values be written to the alpha (``A``) channel.
.. figure:: /images/addons_import-export_scene-gltf2_material-sheen.png .. figure:: /images/addons_import-export_scene-gltf2_material-sheen.png
@ -283,49 +279,15 @@ If a Sheen Roughness Texture is used, glTF requires the values be written to the
Sheen BSDF node is only available on Cycles render engine. Sheen BSDF node is only available on Cycles render engine.
You may have to temporary switch to Cycles to add this node, and get back to EEVEE. You may have to temporary switch to Cycles to add this node, and get back to EEVEE.
.. note::
Because the node tree is adding 2 Shaders (Principled and Sheen),
the resulting shader is not fully energy conservative.
You may find some difference between Blender render, and glTF render.
Sheen models are not fully compatible between Blender and glTF.
This trick about adding Sheen Shader is the most accurate
approximation (better that using Sheen Principled sockets).
Specular Specular
^^^^^^^^ ^^^^^^^^
When the *Specular* or *Specular Tint* input of Principled BSDF node have a non default value or When the *Specular IOR Level* or *Specular Tint* input of Principled BSDF node have a non default value or
Image Texture node connected, the ``KHR_materials_specular`` glTF extension will be Image Texture node connected, the ``KHR_materials_specular`` glTF extension will be
included in the export. included in the export.
.. note::
Specular models are not fully compatible between Blender and glTF.
By default, Blender data are converted to glTF at export,
with a possible loss of information.
Some conversion are also performed at import, will a possible loss of information too.
At import, a custom node group is created, to store original Specular data, not converted.
.. figure:: /images/addons_import-export_scene-gltf2_material_specular-custom-node.png
At export, by default, Specular data are converted from Principled BSDF node.
You can export original Specular data, enabling the option at export.
If enabled, Principled Specular data are ignored, only data from custom node are used.
.. figure:: /images/addons_import-export_scene-gltf2_material_specular-export-option.png
.. tip::
If you enable Shader Editor Add-ons in preferences, you will be able to add this custom node group from Menu:
Add > Output > glTF Material Output
.. figure:: /images/addons_import-export_scene-gltf2_addon-preferences-shader.png
Transmission Transmission
^^^^^^^^^^^^ ^^^^^^^^^^^^
@ -775,19 +737,6 @@ referenced by the ``.gltf`` file.
Be aware that sharing this format requires sharing all of these separate files Be aware that sharing this format requires sharing all of these separate files
together as a group. together as a group.
glTF Embedded (``.gltf``)
-------------------------
This produces a JSON text-based ``.gltf`` file, with all mesh data and
image data encoded (using Base64) within the file. This form is useful if
the asset must be shared over a plain-text-only connection.
.. warning::
This is the least efficient of the available forms, and should only be used when required.
Properties Properties
========== ==========
@ -818,8 +767,8 @@ Lighting Mode
Standard: Physically-based glTF lighting units (cd, lx, nt). Standard: Physically-based glTF lighting units (cd, lx, nt).
Unitless: Non-physical, unitless lighting. Useful when exposure controls are not available Unitless: Non-physical, unitless lighting. Useful when exposure controls are not available
Raw (Deprecated): Blender lighting strengths with no conversion Raw (Deprecated): Blender lighting strengths with no conversion
Import Webp textures Import WebP textures
If a texture exists in webp format, loads the webp texture instead of the fallback png/jpg one. If a texture exists in WebP format, loads the WebP texture instead of the fallback png/jpg one.
Export Export
@ -909,18 +858,15 @@ Materials
Images Images
Output format for images. PNG is lossless and generally preferred, but JPEG might be preferable for Output format for images. PNG is lossless and generally preferred, but JPEG might be preferable for
web applications due to the smaller file size. web applications due to the smaller file size.
If webp is chosen, all textures will be saved as Webp, without any png/jpg fallback. If WebP is chosen, all textures will be saved as WebP, without any png/jpg fallback.
If None is chosen, materials are exported without textures. If None is chosen, materials are exported without textures.
Image Quality Image Quality
When exporting jpeg or Webp files, the quality of the exported file. When exporting jpeg or WebP files, the quality of the exported file.
Create Webp Create WebP
Creates webp textures for every textures, in addition to the existing texture. Creates WebP textures for every textures, in addition to the existing texture.
For already webp textures, nothing happen. For already WebP textures, nothing happen.
Webp fallback WebP fallback
For all webp textures, create a png fallback texture. For all WebP textures, create a png fallback texture.
Export Original PBR Specular
When On, specular data are exported from glTF Material Output node,
Instead of using sockets from Principled BSDF Node.
Data - Shape Keys Data - Shape Keys
^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^

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@ -335,18 +335,6 @@ Reload Images
Reload all of the images used in the node tree. This lets you reload the images without using the Image Editor. Reload all of the images used in the node tree. This lets you reload the images without using the Image Editor.
Switch Node Type
----------------
.. reference::
:Menu: :menuselection:`Node Wrangler --> Switch Node Type`
:Shortcut: :kbd:`Shift-S`
Change the type of the selected nodes to any other type. It tries to preserve the connections and values of
the original as much as possible.
Copy Settings Copy Settings
------------- -------------

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@ -79,9 +79,13 @@ Settings like mouse sensitivity and default speed can be adjusted in the
* - :kbd:`D`/:kbd:`Right` * - :kbd:`D`/:kbd:`Right`
- Strafe right. - Strafe right.
* - :kbd:`E` * - :kbd:`E`
- Move up -- only available if *Gravity* is off. - Move up (global) -- only available if *Gravity* is off.
* - :kbd:`Q` * - :kbd:`Q`
- Move down -- only available if *Gravity* is off. - Move down (global) -- only available if *Gravity* is off.
* - :kbd:`R`
- Move up (local) -- only available if *Gravity* is off.
* - :kbd:`F`
- Move down (local) -- only available if *Gravity* is off.
* - :kbd:`Spacebar` * - :kbd:`Spacebar`
- Teleport to the location at the crosshair - Teleport to the location at the crosshair
(offset by the *Camera Height* value set in the Preferences). (offset by the *Camera Height* value set in the Preferences).

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@ -158,6 +158,8 @@ Text Rendering
Anti-Aliasing Anti-Aliasing
Enable interface text :term:`Anti-Aliasing`. Enable interface text :term:`Anti-Aliasing`.
When disabled, texts are rendered using straight text rendering (filling only absolute pixels). When disabled, texts are rendered using straight text rendering (filling only absolute pixels).
Subpixel Anti-Aliasing
Render text for optimal horizontal placement.
Hinting Hinting
Adjust `font hinting <https://en.wikipedia.org/wiki/Font_hinting>`__, Adjust `font hinting <https://en.wikipedia.org/wiki/Font_hinting>`__,
controls the spacing and crispness of text display. controls the spacing and crispness of text display.

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@ -89,17 +89,12 @@ The Keymap editor lets you change the default hotkeys. You can change keymaps fo
Active Active
Uncheck to disable this keymap item. Uncheck to disable this keymap item.
Map Type Map Type
Keyboard :Keyboard: Single hotkey or key combination.
Single hotkey or key combination. :Mouse: Actions from mouse buttons, tablet or touchpad input.
Mouse :NDOF: Movement from a 3D mouse (:term:`NDOF`) device.
Actions from mouse buttons, tablet or touchpad input. :Tweak: Mouse click and drag *(optionally map drag direction to different actions)*.
NDOF :Text Input: Use this function by entering a text.
Movement from a 3D mouse (:term:`NDOF`) device. :Timer:
Tweak
Mouse click and drag *(optionally map drag direction to different actions)*.
Text Input
Use this function by entering a text.
Timer
Used to control actions based on a time period. Used to control actions based on a time period.
E.g. by default, *Animation Step* uses "Timer 0", *Smooth View* uses "Timer 1". E.g. by default, *Animation Step* uses "Timer 0", *Smooth View* uses "Timer 1".
Operator ID Name Operator ID Name

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@ -302,6 +302,9 @@ Cache
Show Cache Show Cache
Show all enabled types. Show all enabled types.
Baked simulations will be shown as fully opaque, cached simulations will be slightly transparent,
and invalid caches will be slightly transparent with dark diagonal stripes.
Soft Body, Particles, Cloth, Simulation Nodes, Smoke, Dynamic Paint, Rigid Body. Soft Body, Particles, Cloth, Simulation Nodes, Smoke, Dynamic Paint, Rigid Body.
.. figure:: /images/editors_timeline_cache.png .. figure:: /images/editors_timeline_cache.png

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@ -35,6 +35,8 @@ Frame Selected :kbd:`NumpadPeriod`
Zooms in the display to fit only the selected strips. Zooms in the display to fit only the selected strips.
Frame All :kbd:`Home` Frame All :kbd:`Home`
Zooms the display to show all strips. Zooms the display to show all strips.
Go to Current Frame
Centers the horizontal timeline on the current frame.
Zoom :kbd:`Shift-B` Zoom :kbd:`Shift-B`
Click and drag to draw a rectangle and zoom to this rectangle. Click and drag to draw a rectangle and zoom to this rectangle.

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@ -4,7 +4,7 @@
Defaults Defaults
******** ********
When you start Blender for the first time, the interactive region of When you start Blender for the first time or update to a new version, the interactive region of
the :doc:`Splash Screen </interface/window_system/splash>` is replaced with the :doc:`Splash Screen </interface/window_system/splash>` is replaced with
a couple of initial preferences to configure how you interact with Blender. a couple of initial preferences to configure how you interact with Blender.
@ -12,6 +12,23 @@ a couple of initial preferences to configure how you interact with Blender.
These options can always be changed later in the :doc:`Preferences </editors/preferences/index>`. These options can always be changed later in the :doc:`Preferences </editors/preferences/index>`.
Import Existing Settings
========================
This is where you can copy settings from an older version of Blender.
Doing so will copy preferences and startup files from the previous version of Blender and then loads them.
The settings need to be imported from previous versions because the configuration files of each Blender version
are stored in separate folders. Refer to the :doc:`/advanced/blender_directory_layout` page
for the location of these folders.
If you would like to start fresh with the new version, continue to `Create New Settings`_.
Create New Settings
===================
Language Language
The language used in the user interface. The language used in the user interface.
The list is broken up into categories determining how complete the translations are. The list is broken up into categories determining how complete the translations are.
@ -34,6 +51,7 @@ Shortcuts
Select With Select With
Controls which mouse button, either right or left, is used to select items in Blender. Controls which mouse button, either right or left, is used to select items in Blender.
Spacebar Spacebar
Controls the action of :kbd:`Spacebar`. Controls the action of :kbd:`Spacebar`.
These and other shortcuts can be modified in the :doc:`keymap preferences </editors/preferences/keymap>`. These and other shortcuts can be modified in the :doc:`keymap preferences </editors/preferences/keymap>`.
@ -47,24 +65,13 @@ Spacebar
:Search: :Search:
Opens up the :doc:`Menu Search </interface/controls/templates/operator_search>`. Opens up the :doc:`Menu Search </interface/controls/templates/operator_search>`.
This option is good for someone who is new to Blender and is unfamiliar with its menus and shortcuts. This option is good for someone who is new to Blender and is unfamiliar with its menus and shortcuts.
Theme Theme
Choose between a light or dark theme for Blender. Choose between a light or dark theme for Blender.
Themes can be customized more in the :doc:`Preferences </editors/preferences/themes>`. Themes can be customized more in the :doc:`Preferences </editors/preferences/themes>`.
Load Previous Version Settings Save New Settings
Copies preferences and startup files from the previous version of Blender and then loads them. Saves the settings set above and opens the regular :ref:`splash`.
The settings need to be imported from previous versions because the configuration files of each Blender version
are stored in separate folders. Refer to the :doc:`/advanced/blender_directory_layout` page
for the location of these folders.
There are two areas where Blender's defaults are stored:
Preferences
The :ref:`Preferences <prefs-menu>` file stores keymap, add-ons theme and other options.
Startup File
The :ref:`Startup File <startup-file>` stores the scene and UI setup which are displayed at startup
and when creating a new file (:menuselection:`File --> New`).
Saving Defaults Saving Defaults
@ -76,6 +83,14 @@ Changing the default startup file can be done via
:menuselection:`File --> Defaults --> Save Startup File`. :menuselection:`File --> Defaults --> Save Startup File`.
See :ref:`Startup File <startup-file>`. See :ref:`Startup File <startup-file>`.
There are two areas where Blender's defaults are stored:
Preferences
The :ref:`Preferences <prefs-menu>` file stores keymap, add-ons theme and other options.
Startup File
The :ref:`Startup File <startup-file>` stores the scene and UI setup which are displayed at startup
and when creating a new file (:menuselection:`File --> New`).
Loading Factory Settings Loading Factory Settings
======================== ========================

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@ -180,13 +180,6 @@ Activate Gizmo Event
:Drag: :Drag:
The operation only gets initiated once you start dragging the gizmo. The operation only gets initiated once you start dragging the gizmo.
Right Mouse Select Action
The default action for the right mouse button.
This option is only available when Right click *Select with Mouse Button* is chosen.
:Select & Tweak: Right mouse always tweaks the selected item.
:Selection Tool: Right mouse uses the selection tool.
Tool Keys Tool Keys
The method of keys to activate tools such as move, rotate, and scale. The method of keys to activate tools such as move, rotate, and scale.
@ -204,11 +197,6 @@ Alt Tool Access
This option is only available when *Select with Mouse Button* is set to Left click This option is only available when *Select with Mouse Button* is set to Left click
and :ref:`Emulate 3 Button Mouse <preferences-input-emulate-mouse>` is disabled. and :ref:`Emulate 3 Button Mouse <preferences-input-emulate-mouse>` is disabled.
Alt Cursor Access
Hold :kbd:`Alt-LMB` to place the Cursor (instead of :kbd:`LMB`), allows tools to activate on press
instead of drag. This option is only available when Right click *Select with Mouse Button* is chosen.
Note this option is not available when using :ref:`Emulate 3 Button Mouse <preferences-input-emulate-mouse>`.
Select All Toggles Select All Toggles
Causes selection shortcut :kbd:`A` to deselect all when any selection exists. Causes selection shortcut :kbd:`A` to deselect all when any selection exists.
@ -264,6 +252,12 @@ Pie Menu on Drag
Extra Shading Pie Menu Items Extra Shading Pie Menu Items
Show additional items in the shading menu (:kbd:`Z` key). Show additional items in the shading menu (:kbd:`Z` key).
Transform Navigation with Alt
During transformations, use :kbd:`Alt` to navigate the 3D Viewport.
When disabled, hotkeys for proportional editing, automatic constraints,
and auto IK chain length will require holding :kbd:`Alt`.
File Browser File Browser
------------ ------------

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@ -16,7 +16,9 @@ General
* - :kbd:`1` - :kbd:`3` * - :kbd:`1` - :kbd:`3`
- Switch Selection mode - Switch Selection mode
* - :kbd:`4`` * - :kbd:`4``
- Object Modes pie menu - Object Mode
* - :kbd:`5``
- Modes Pie Menu
* - :kbd:`RMB` * - :kbd:`RMB`
- Context menu - Context menu
* - :kbd:`Tab` * - :kbd:`Tab`

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@ -1,3 +1,4 @@
.. _bpy.ops.wm.splash:
.. _splash: .. _splash:
************* *************
@ -18,25 +19,35 @@ click anywhere outside the splash screen (but inside the Blender window) or pres
The splash screen will disappear revealing the default screen. The splash screen will disappear revealing the default screen.
To reopen the splash screen, click on the Blender icon in the Topbar and select *Splash Screen*. To reopen the splash screen, click on the Blender icon in the Topbar and select *Splash Screen*.
Information Region
The upper part of the splash screen contains the splash image with the Blender version in the top right.
Interactive Region
The interactive region is the bottom half of the splash screen.
New File
Start a new project based on a template.
Recent Files
Your most recently opened blend-files. This gives quick and easy access to your recent projects.
Open
Allows opening an existing blend-file.
Recover Last Session
Blender will try to recover the last :term:`session` based on temporary files. See
:doc:`/troubleshooting/recover`.
Links
Links to the official web site. The same links can be found in the :ref:`help-menu`
of the :doc:`Topbar </interface/window_system/topbar>`.
.. note:: .. note::
When starting Blender for the first time, the Interactive Region When starting Blender for the first time or updating to a new version,
contains a :ref:`Quick Set Up Process <splash-quick-start>`. the "interactive region" contains a :ref:`Quick Set Up Process <splash-quick-start>`.
Splash Image
============
The upper part of the splash screen contains the splash image with the Blender version in the top right.
Interactive Region
==================
The interactive region is the bottom half of the splash screen.
New File
Start a new project based on a template.
Recent Files
Your most recently opened blend-files. This gives quick and easy access to your recent projects.
Open
Allows opening an existing blend-file.
Recover Last Session
Blender will try to recover the last :term:`session` based on temporary files. See
:doc:`/troubleshooting/recover`.
Donate
Open Blender's `Development Fund <https://fund.blender.org/>`__ website.
What's New
Open the latest release notes.

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@ -70,14 +70,15 @@ Attribute Data Types
The type of an attribute is the kind of data stored at each element. The type of an attribute is the kind of data stored at each element.
:Boolean: True or false value :Boolean: True or false value.
:Integer: 32-bit integer :Integer: 32-bit integer.
:8-Bit Integer: Smaller integer with a range from -128 to 127 :8-Bit Integer: Smaller integer with a range from -128 to 127.
:Float: Floating-point value :Float: Floating-point value.
:Vector: 3D vector with floating-point values :Vector: 3D vector with floating-point values.
:2D Vector: 2D vector with floating-point values :2D Vector: 2D vector with floating-point values.
:Color: RGBA color with 32-bit floating-point values :Color: RGBA color with 32-bit floating-point values.
:Byte Color: RGBA color with 8-bit positive integer values :Byte Color: RGBA color with 8-bit positive integer values.
:Quaternion: Floating point :term:`Quaternion` rotation.
The above list is in the order of least to most "complex" (An integer can contain more data than a The above list is in the order of least to most "complex" (An integer can contain more data than a
boolean, so it is more complicated). When joining separate geometries together, the more complex data boolean, so it is more complicated). When joining separate geometries together, the more complex data

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@ -12,3 +12,4 @@
normal.rst normal.rst
position.rst position.rst
radius.rst radius.rst
selection.rst

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@ -0,0 +1,37 @@
.. index:: Geometry Nodes; Selection
.. _bpy.types.GeometryNodeToolSelection:
**************
Selection Node
**************
.. figure:: /images/node-types_GeometryNodeToolSelection.png
:align: right
:alt: Selection node.
The *Selection* node outputs true for geometry that is :doc:`selected </interface/selecting>`, and false elsewhere.
The corresponding data flow node is the :doc:`/modeling/geometry_nodes/geometry/write/set_selection`.
.. note::
This node can only be used in the :ref:`Tool context <tool_context>`.
Inputs
======
This node has no inputs.
Properties
==========
This node has no properties.
Outputs
=======
Selection
Boolean field set to true for geometry that is selected in edit mode.

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@ -8,3 +8,4 @@
set_id.rst set_id.rst
set_position.rst set_position.rst
set_selection.rst

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@ -0,0 +1,43 @@
.. index:: Geometry Nodes; Set Selection
.. _bpy.types.GeometryNodeToolSetSelection:
******************
Set Selection Node
******************
.. figure:: /images/node-types_GeometryNodeToolSetSelection.png
:align: right
:alt: Set Selection node.
The *Set Selection* node controls which geometry is :doc:`selected </interface/selecting>`.
The input node for this data is the :doc:`/modeling/geometry_nodes/geometry/read/selection`.
.. note::
This node can only be used in the :ref:`Tool context <tool_context>`.
Inputs
======
Geometry
Standard geometry input.
Selection
Boolean field for specifying which elements should be selected in the output geometry.
Elements for which this field evaluates to false are implicitly de-selected.
Properties
==========
Domain
Which :ref:`domain <attribute-domains>` to set the selection on.
Outputs
=======
Geometry
Standard geometry output.

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@ -0,0 +1,38 @@
.. index:: Geometry Nodes; 3D Cursor
.. _bpy.types.GeometryNodeTool3DCursor:
**************
3D Cursor Node
**************
.. figure:: /images/node-types_GeometryNodeTool3DCursor.png
:align: right
:alt: 3D Cursor node.
The *3D Cursor* node outputs the position and orientation of the 3D cursor in the scene.
.. note::
This node can only be used in the :ref:`Tool context <tool_context>`.
Inputs
======
This node has no inputs.
Properties
==========
This node has no properties.
Outputs
=======
Location
The position of the 3D cursor.
Rotation
The orientation of the 3D cursor as a standard rotation value.

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@ -6,6 +6,7 @@
.. toctree:: .. toctree::
:maxdepth: 1 :maxdepth: 1
3d_cursor.rst
collection_info.rst collection_info.rst
image_info.rst image_info.rst
is_viewport.rst is_viewport.rst

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@ -12,6 +12,8 @@ Self Object Node
The *Self Object* node outputs the object that contains the geometry nodes modifier The *Self Object* node outputs the object that contains the geometry nodes modifier
currently being executed. This can be used to retrieve the original transforms. currently being executed. This can be used to retrieve the original transforms.
When evaluated in the :ref:`Tool context <tool_context>`, this node returns the Active object.
.. note:: .. note::
The geometry cannot be retrieved from this object with the The geometry cannot be retrieved from this object with the

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@ -0,0 +1,42 @@
.. index:: Geometry Nodes; Face Set
.. _bpy.types.GeometryNodeToolFaceSet:
*************
Face Set Node
*************
.. figure:: /images/node-types_GeometryNodeToolFaceSet.png
:align: right
:alt: Face Set node.
The *Face Set Node* outputs which :ref:`face set <face_sets>` a face is in,
and whether or not face sets exist in the mesh at all.
The corresponding data flow node is the :doc:`/modeling/geometry_nodes/mesh/write/set_face_set`.
.. note::
This node can only be used in the :ref:`Tool context <tool_context>`.
Inputs
======
This node has no inputs.
Properties
==========
This node has no properties.
Output
======
Face Set
Integer indicating which face set a face is in, or 0 when the mesh does not have face sets.
When evaluated in the edge or point domain, outputs an interpolated value based on the connected faces.
Exists
Boolean value that indicates whether the element's mesh has face sets.

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@ -13,9 +13,10 @@
face_area.rst face_area.rst
face_group_boundaries.rst face_group_boundaries.rst
face_neighbors.rst face_neighbors.rst
face_set.rst
face_is_planar.rst face_is_planar.rst
is_edge_smooth.rst is_edge_smooth.rst
is_shade_smooth.rst is_face_smooth.rst
mesh_island.rst mesh_island.rst
shortest_edge_paths.rst shortest_edge_paths.rst
vertex_neighbors.rst vertex_neighbors.rst

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@ -1,9 +1,9 @@
.. index:: Geometry Nodes; Is Edge Smooth .. index:: Geometry Nodes; Is Edge Smooth
.. _bpy.types.GeometryNodeInputEdgeSmooth: .. _bpy.types.GeometryNodeInputEdgeSmooth:
******************** *******************
Is Edge Smooth Node Is Edge Smooth Node
******************** *******************
.. figure:: /images/node-types_GeometryNodeInputEdgeSmooth.png .. figure:: /images/node-types_GeometryNodeInputEdgeSmooth.png
:align: right :align: right

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@ -1,9 +1,9 @@
.. index:: Geometry Nodes; Is Face Smooth .. index:: Geometry Nodes; Is Face Smooth
.. _bpy.types.GeometryNodeInputShadeSmooth: .. _bpy.types.GeometryNodeInputShadeSmooth:
******************** *******************
Is Face Smooth Node Is Face Smooth Node
******************** *******************
.. figure:: /images/node-types_GeometryNodeInputFaceSmooth.png .. figure:: /images/node-types_GeometryNodeInputFaceSmooth.png
:align: right :align: right

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@ -6,4 +6,5 @@
.. toctree:: .. toctree::
:maxdepth: 1 :maxdepth: 1
set_face_set.rst
set_shade_smooth.rst set_shade_smooth.rst

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@ -0,0 +1,45 @@
.. index:: Geometry Nodes; Set Face Set
.. _bpy.types.GeometryNodeToolSetFaceSet:
*****************
Set Face Set Node
*****************
.. figure:: /images/node-types_GeometryNodeToolSetFaceSet.png
:align: right
:alt: Set Face Set node.
The *Set Face Set* node controls which :ref:`face set <face_sets>` that faces are in.
The input node for this data is the :doc:`/modeling/geometry_nodes/mesh/read/face_set`.
.. note::
This node can only be used in the :ref:`Tool context <tool_context>`.
Inputs
======
Mesh
Standard geometry input.
Selection
Boolean field that controls which faces will have the Face Set value applied.
Face Set
Integer field for specifying which face set each selected face should be moved to.
Ignored for faces where the value of Selection is false.
Properties
==========
This node has no properties.
Outputs
=======
Mesh
Standard geometry output.

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@ -12,7 +12,7 @@ Set Shade Smooth Node
The *Set Shade Smooth* node controls whether the mesh's faces look smooth in the viewport and renders. 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 The smooth status of both edges and faces can be controlled, corresponding to the `sharp_edge` and
`sharp_face` attributes. `sharp_face` attributes.
The input node for this data is the :doc:`Is Shade Smooth </modeling/geometry_nodes/mesh/read/is_shade_smooth>` node. The input node for this data is the :doc:`/modeling/geometry_nodes/mesh/read/is_face_smooth`.
.. note:: .. note::
For proper use of the *Edge* domain sharpness, the mesh :ref:`Auto Smooth <bpy.types.Mesh.use_auto_smooth>` For proper use of the *Edge* domain sharpness, the mesh :ref:`Auto Smooth <bpy.types.Mesh.use_auto_smooth>`

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@ -15,6 +15,10 @@ The *Viewer* node allows viewing data from inside a geometry node group in the
Any geometry connected can be visualized in the viewport and its attribute values Any geometry connected can be visualized in the viewport and its attribute values
can be read in the spreadsheet. can be read in the spreadsheet.
.. note::
This node cannot be used in the :ref:`Tool context <tool_context>`—only in the *Modifier* context.
Usage Usage
===== =====

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@ -26,6 +26,10 @@ It is not possible to have any link going towards outside.
The result of the simulation can only be accessed via the Simulation Output node. The result of the simulation can only be accessed via the Simulation Output node.
This also allows sub-frame interpolation for motion blur. This also allows sub-frame interpolation for motion blur.
.. note::
This node cannot be used in the :ref:`Tool context <tool_context>`—only in the *Modifier* context.
Clock Clock
===== =====

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@ -36,6 +36,9 @@ Detail
Higher number of octaves corresponds to a higher render time. Higher number of octaves corresponds to a higher render time.
Roughness Roughness
Blend between a smoother noise pattern, and rougher with sharper peaks. Blend between a smoother noise pattern, and rougher with sharper peaks.
Lacunarity
The difference between the scale of each two consecutive octaves.
Larger values corresponds to larger scale for higher octaves.
Distortion Distortion
Amount of distortion. Amount of distortion.
@ -56,6 +59,10 @@ Dimensions
Higher dimensions corresponds to higher render time, Higher dimensions corresponds to higher render time,
so lower dimensions should be used unless higher dimensions are necessary. so lower dimensions should be used unless higher dimensions are necessary.
Normalize
If enabled, ensures that the output values stay in the range 0.0 to 1.0.
When disabled, output values are in the range -1.0 to 1.0.
Outputs Outputs
======= =======

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@ -31,6 +31,15 @@ W
Texture coordinate to evaluate the noise at. Texture coordinate to evaluate the noise at.
Scale Scale
Scale of the noise. Scale of the noise.
Detail
Number of noise octaves.
The fractional part of the input is multiplied by the magnitude of the highest octave.
Higher number of octaves corresponds to a higher evaluation time.
Roughness
Blend between a smoother noise pattern, and rougher with sharper peaks.
Lacunarity
The difference between the scale of each two consecutive octaves.
Larger values corresponds to larger scale for higher octaves.
Smoothness Smoothness
The smoothness of the noise. The smoothness of the noise.
@ -240,6 +249,10 @@ Distance Metric
Minkowski Exponent: 32.0 (approximation of Chebychev). Minkowski Exponent: 32.0 (approximation of Chebychev).
Normalize
If enabled, ensures that the output values stay in the range 0.0 to 1.0.
In rare cases, the output value may be outside that range when *Feature* is *F2*.
Outputs Outputs
======= =======

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@ -5,7 +5,7 @@
Node-Based Tools Node-Based Tools
**************** ****************
Geometry Nodes can be used to expand the core functionality of Blender via node group defined tools. Geometry Nodes can be used to expand the core functionality of Blender via node-group-defined tools.
They can be shared as any regular node group assets. They can be shared as any regular node group assets.
.. figure:: /images/modeling_geometry-nodes_tools.png .. figure:: /images/modeling_geometry-nodes_tools.png
@ -14,6 +14,8 @@ They can be shared as any regular node group assets.
Node group tools integrated in the Selection menu. Node group tools integrated in the Selection menu.
.. _tool_context:
Tool Context Tool Context
============ ============
@ -50,34 +52,34 @@ The node group inputs will be exposed as in the :doc:`Adjust Last Operation </in
Supported Modes and Data-Types Supported Modes and Data-Types
============================== ==============================
Node groups must specify which mode and object types they support. Node groups must specify which modes and object types they support.
This helps to determine where the tool is available in the user interface. This helps to determine where the tool is available in the user interface.
These properties can be configured in popover menus in the :doc:`/editors/geometry_node`. These properties can be configured in popover menus in the :doc:`/editors/geometry_node` when in the *Tool* context.
Currently, only Edit and Sculpting mode, for Mesh and Curve objects are supported. Currently only Edit and Sculpting modes are supported, and only for the Mesh and Hair Curves object types.
Tool-specific Nodes Tool-specific Nodes
=================== ===================
The following nodes are only supported in the tool context: The following nodes are only supported in the *Tool* context:
- 3D Cursor - :doc:`/modeling/geometry_nodes/input/scene/3d_cursor`
- Face Set - :doc:`/modeling/geometry_nodes/mesh/read/face_set`
- Selection - :doc:`/modeling/geometry_nodes/geometry/read/selection`
- Set Face Set - :doc:`/modeling/geometry_nodes/mesh/write/set_face_set`
- Set Selection - :doc:`/modeling/geometry_nodes/geometry/write/set_selection`
.. note:: .. note::
The :doc:`Self Object </modeling/geometry_nodes/input/scene/self_object>` The :doc:`Self Object </modeling/geometry_nodes/input/scene/self_object>`
node returns the Active object when inside a Tool node group. node returns the Active object when inside a *Tool* node group.
Non-supported Nodes Non-supported Nodes
=================== ===================
These nodes are only supported in the modifier context: These nodes are only supported in the *Modifier* context:
- :doc:`/modeling/geometry_nodes/simulation/simulation_zone` - :doc:`/modeling/geometry_nodes/simulation/simulation_zone`
- :doc:`/modeling/geometry_nodes/output/viewer` - :doc:`/modeling/geometry_nodes/output/viewer`

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@ -33,12 +33,14 @@ Edge Bevel Weight
:Mode: Edit Mode :Mode: Edit Mode
:Menu: :menuselection:`Edge --> Edge Bevel Weight` :Menu: :menuselection:`Edge --> Edge Bevel Weight`
This edge property, a value between (0.0 to 1.0), Sets the value for the `bevel_weight_edge` attribute, a value between (0.0 to 1.0).
is used by the :doc:`Bevel Modifier </modeling/modifiers/generate/bevel>`
This attribute is used by the :doc:`Bevel Modifier </modeling/modifiers/generate/bevel>`
to control the bevel intensity of the edges. to control the bevel intensity of the edges.
This operator enters an interactive mode (a bit like transform tools), This operator enters an interactive mode (a bit like transform tools),
where by moving the mouse (or typing a value with the keyboard) where by moving the mouse (or typing a value with the keyboard)
you can set the bevel weight of selected edges. If two or more edges are selected, you can set the bevel weight of selected edges. If more than one edge is selected,
this operator alters the average weight of the edges. this operator alters the average weight of the edges.
.. seealso:: .. seealso::

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@ -9,12 +9,6 @@ This panel is used to manage any generic data attributes that a mesh could have.
Clearing any data will result in the data loss of these values. Clearing any data will result in the data loss of these values.
.. _bpy.ops.mesh.customdata_mask_clear:
Clear Sculpt-Mask Data
Completely removes the mask data from the mesh. While not a huge benefit,
this can speed-up sculpting if the mask is no longer being used.
.. _bpy.ops.mesh.customdata_skin_clear: .. _bpy.ops.mesh.customdata_skin_clear:
.. _bpy.ops.mesh.customdata_skin_add: .. _bpy.ops.mesh.customdata_skin_add:
@ -27,31 +21,3 @@ Add/Clear Skin Data
Add/Clear Custom Split Normals Data Add/Clear Custom Split Normals Data
Adds :ref:`Custom Split Normals <modeling_meshes_normals_custom>` data, if none exists yet. Adds :ref:`Custom Split Normals <modeling_meshes_normals_custom>` data, if none exists yet.
.. _bpy.ops.mesh.customdata_bevel_weight_edge_add:
.. _bpy.ops.mesh.customdata_bevel_weight_edge_clear:
Add/Clear Edge Bevel Weight
Adds a zero :ref:`Edge Bevel Weight <modeling-edges-bevel-weight>` value to all edges of the mesh.
If edge bevel data does exist, this operator will delete all that data.
.. _bpy.ops.mesh.customdata_bevel_weight_vertex_add:
.. _bpy.ops.mesh.customdata_bevel_weight_vertex_clear:
Add/Clear Vertex Bevel Weight
Adds a zero :ref:`Vertex Bevel Weight <modeling-vertex-bevel-weight>` value to all vertices of the mesh.
If vertex bevel data does exist, this operator will delete all that data.
.. _bpy.ops.mesh.customdata_crease_edge_add:
.. _bpy.ops.mesh.customdata_crease_edge_clear:
Add/Clear Edge Crease
Adds a zero :ref:`Edge Crease <modeling-edges-crease-subdivision>` value to all edges of the mesh.
If edge crease data does exist, this operator will delete all that data.
.. _bpy.ops.mesh.customdata_crease_vertex_add:
.. _bpy.ops.mesh.customdata_crease_vertex_clear:
Add/Clear Vertex Crease
Adds a zero :ref:`Vertex Crease <modeling-vertex-crease-subdivision>` value to all vertices of the mesh.
If vertex crease data does exist, this operator will delete all that data.

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@ -245,6 +245,18 @@ You can even use the *Grab* sculpting tool to move the pinned UVs.
This helps with fitting a UV island to a certain shape or region. This helps with fitting a UV island to a certain shape or region.
Invert Pins
===========
.. reference::
:Editor: UV Editor
:Mode: Edit Mode
:Menu: :menuselection:`UV --> Invert Pins`
Pin all un-pinned selected UVs and un-pin all currently selected pinned UVs.
Mark/Clear Seams Mark/Clear Seams
================ ================

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@ -1,4 +1,3 @@
.. _bpy.ops.transform:
############# #############
Transform Transform

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@ -15,46 +15,34 @@ They work by changing the geometry which you can edit directly.
Operators Operators
========= =========
.. _bpy.ops.transform.transform:
There are several transformation operations included in Blender. There are several transformation operations included in Blender.
Here are some of the main operations available: Here are some of the main operations available:
.. _bpy.ops.transform.translate:
Move Move
---- ----
This operations allows you to move elements along the X, Y, and Z axes in the scene. This operations allows you to move elements along the X, Y, and Z axes in the scene.
.. _bpy.ops.transform.rotate:
Rotate Rotate
------ ------
You can use this function to rotate elements around the X, Y, and Z axes. You can use this function to rotate elements around the X, Y, and Z axes.
.. _bpy.ops.transform.resize:
Scale Scale
----- -----
Scaling allows you to increase or decrease the size of an object along the X, Y, and Z axes. Scaling allows you to increase or decrease the size of an object along the X, Y, and Z axes.
.. _bpy.ops.transform.align:
Align to View Align to View
------------- -------------
This is useful for aligning objects with the view from the camera or another specific viewpoint. This is useful for aligning objects with the view from the camera or another specific viewpoint.
.. _bpy.ops.transform.mirror:
Mirror Mirror
------ ------

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@ -3,12 +3,12 @@
Object Settings Object Settings
################### ###################
These are options that are scattered though out Blender, Settings for objects and object data.
and are often only available in certain contexts.
.. toctree:: .. toctree::
:maxdepth: 2 :maxdepth: 2
object_data.rst object_data.rst
light_linking.rst
adaptive_subdiv.rst adaptive_subdiv.rst
cameras.rst cameras.rst

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@ -0,0 +1,49 @@
*************
Light Linking
*************
.. _bpy.types.Object.light_linking:
With light linking, lights can be set to affect only specific objects in the scene.
Shadow linking additionally gives control over which objects acts as shadow blockers for a light.
This adds more artistic control for lighting by breaking the laws of physics.
For example the environment and characters in a shot might have different light setups.
A character could have a dedicated linked rim light to make it stand out,
and shadow linking could be used to ensure no objects from the environment block it.
Setup
=====
* Select the light or emissive mesh object and go to the :ref:`Shading panel <render-cycles-object-light-linking-settings>`.
* Create a new light or shadowing linking collection.
* Drag & drop objects or collection from the outliner.
Links can also be set up in the 3D viewport, with the Link Data operator.
The active light object is linked to selected receiver or blocker object.
A light or shadow linking collection can be assigned to and shared between multiple light objects.
While a scene collection can be directly assigned as a light or shadow linking collection,
it is recommended to instead create a dedicated collection and link any scene collection inside it instead.
This way it's easy to include or exclude additional objects without affecting the scene layout.
Include & Exclude
=================
Light receiver objects can be set to be either included or excluded.
The behavior is as follows:
* If only included objects are specified, the light only affects those objects.
* If only excluded objects are specified, the light affects all objects in the scene except those specified.
* If both included and excluded objects are specified, the light affects only included objects minus the excluded objects.
This can be used to for example set a character collection to be included, and then exclude specific objects part of the character.
Performance
===========
Sampling for light linking is most efficient with the light tree enabled,
where a specialized acceleration structure is built for light linking.
When using shadow linking, renders can be slower and trace additional rays,
as direct and indirect lighting take different paths.

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@ -261,3 +261,23 @@ Light Group
If the name input into the *Light Group* field does not align with an existing If the name input into the *Light Group* field does not align with an existing
Light Group, then pressing this button will create a *Light Group* with that name Light Group, then pressing this button will create a *Light Group* with that name
and assign the selected *Object* or *Light* to it. and assign the selected *Object* or *Light* to it.
Light Linking
-------------
.. _render-cycles-object-light-linking-settings:
Limit light influence to specified objects, with :ref:`Light Linking <bpy.types.Object.light_linking>`.
Receiver Collection
Collection of objects that will receive light emitted from the object.
Shadow Linking
--------------
.. _render-cycles-object-shadow-linking-settings:
Limit shadows to specified objects, with :ref:`Light Linking <bpy.types.Object.light_linking>`.
Shadow Blocker Collection
Collection of objects that will act as shadow blockers for light emitted from the object.

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@ -1,9 +1,9 @@
.. _bpy.types.ShaderNodeBsdfVelvet: .. _bpy.types.ShaderNodeBsdfVelvet:
.. _bpy.types.ShaderNodeBsdfSheen: .. _bpy.types.ShaderNodeBsdfSheen:
*********** **********
Sheen BSDF Sheen BSDF
*********** **********
.. figure:: /images/node-types_ShaderNodeBsdfSheen.png .. figure:: /images/node-types_ShaderNodeBsdfSheen.png
:align: right :align: right

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@ -29,6 +29,9 @@ Detail
Higher number of octaves corresponds to a higher render time. Higher number of octaves corresponds to a higher render time.
Roughness Roughness
Blend between a smoother noise pattern, and rougher with sharper peaks. Blend between a smoother noise pattern, and rougher with sharper peaks.
Lacunarity
The difference between the scale of each two consecutive octaves.
Larger values corresponds to larger scale for higher octaves.
Distortion Distortion
Amount of distortion. Amount of distortion.
@ -49,6 +52,10 @@ Dimensions
Higher dimensions corresponds to higher render time, Higher dimensions corresponds to higher render time,
so lower dimensions should be used unless higher dimensions are necessary. so lower dimensions should be used unless higher dimensions are necessary.
Normalize
If enabled, ensures that the output values stay in the range 0.0 to 1.0.
When disabled, output values are in the range -1.0 to 1.0.
Outputs Outputs
======= =======

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@ -24,6 +24,15 @@ W
Texture coordinate to evaluate the noise at. Texture coordinate to evaluate the noise at.
Scale Scale
Scale of the noise. Scale of the noise.
Detail
Number of noise octaves.
The fractional part of the input is multiplied by the magnitude of the highest octave.
Higher number of octaves corresponds to a higher evaluation time.
Roughness
Blend between a smoother noise pattern, and rougher with sharper peaks.
Lacunarity
The difference between the scale of each two consecutive octaves.
Larger values corresponds to larger scale for higher octaves.
Smoothness Smoothness
The smoothness of the noise. The smoothness of the noise.
@ -233,6 +242,10 @@ Distance Metric
Minkowski Exponent: 32.0 (approximation of Chebychev). Minkowski Exponent: 32.0 (approximation of Chebychev).
Normalize
If enabled, ensures that the output values stay in the range 0.0 to 1.0.
In rare cases, the output value may be outside that range when *Feature* is *F2*.
Outputs Outputs
======= =======

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@ -63,6 +63,9 @@ Both these operators can be quickly accessed in the :kbd:`A` pie menu.
More information about editing and using masks at the :doc:`Mask Menu </sculpt_paint/sculpting/editing/mask>` More information about editing and using masks at the :doc:`Mask Menu </sculpt_paint/sculpting/editing/mask>`
.. _face_sets:
Face Sets Face Sets
========= =========