WIP: EEVEE-Next: Initial pass blender manual #104615
@ -1 +0,0 @@
|
|||||||
---
|
|
@ -1,26 +0,0 @@
|
|||||||
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building [mo]: targets for 0 po files that are out of date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building [html]: targets for 1995 source files that are out of date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looking for now-outdated files...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.
|
|
@ -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
|
||||||
^^^^^^^^^^^^^^^^^
|
^^^^^^^^^^^^^^^^^
|
||||||
|
@ -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
|
||||||
-------------
|
-------------
|
||||||
|
|
||||||
|
@ -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).
|
||||||
|
@ -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.
|
||||||
|
@ -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
|
||||||
|
@ -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
|
||||||
|
@ -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.
|
||||||
|
|
||||||
|
@ -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
|
||||||
========================
|
========================
|
||||||
|
BIN
manual/images/addons_import-export_scene-gltf2_material-base-color-image-hookup.png
(Stored with Git LFS)
BIN
manual/images/addons_import-export_scene-gltf2_material-base-color-image-hookup.png
(Stored with Git LFS)
Binary file not shown.
BIN
manual/images/addons_import-export_scene-gltf2_material-clearcoat.png
(Stored with Git LFS)
BIN
manual/images/addons_import-export_scene-gltf2_material-clearcoat.png
(Stored with Git LFS)
Binary file not shown.
BIN
manual/images/addons_import-export_scene-gltf2_material-metal-rough.png
(Stored with Git LFS)
BIN
manual/images/addons_import-export_scene-gltf2_material-metal-rough.png
(Stored with Git LFS)
Binary file not shown.
BIN
manual/images/addons_import-export_scene-gltf2_material-normal.png
(Stored with Git LFS)
BIN
manual/images/addons_import-export_scene-gltf2_material-normal.png
(Stored with Git LFS)
Binary file not shown.
BIN
manual/images/addons_import-export_scene-gltf2_material-occlusion-only.png
(Stored with Git LFS)
BIN
manual/images/addons_import-export_scene-gltf2_material-occlusion-only.png
(Stored with Git LFS)
Binary file not shown.
BIN
manual/images/addons_import-export_scene-gltf2_material-orm-hookup.png
(Stored with Git LFS)
BIN
manual/images/addons_import-export_scene-gltf2_material-orm-hookup.png
(Stored with Git LFS)
Binary file not shown.
BIN
manual/images/addons_import-export_scene-gltf2_material-principled.png
(Stored with Git LFS)
BIN
manual/images/addons_import-export_scene-gltf2_material-principled.png
(Stored with Git LFS)
Binary file not shown.
BIN
manual/images/addons_import-export_scene-gltf2_material-sheen.png
(Stored with Git LFS)
BIN
manual/images/addons_import-export_scene-gltf2_material-sheen.png
(Stored with Git LFS)
Binary file not shown.
BIN
manual/images/addons_import-export_scene-gltf2_material-volume.png
(Stored with Git LFS)
BIN
manual/images/addons_import-export_scene-gltf2_material-volume.png
(Stored with Git LFS)
Binary file not shown.
BIN
manual/images/node-types_GeometryNodeTool3DCursor.png
(Stored with Git LFS)
Normal file
BIN
manual/images/node-types_GeometryNodeTool3DCursor.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
manual/images/node-types_GeometryNodeToolFaceSet.png
(Stored with Git LFS)
Normal file
BIN
manual/images/node-types_GeometryNodeToolFaceSet.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
manual/images/node-types_GeometryNodeToolSelection.png
(Stored with Git LFS)
Normal file
BIN
manual/images/node-types_GeometryNodeToolSelection.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
manual/images/node-types_GeometryNodeToolSetFaceSet.png
(Stored with Git LFS)
Normal file
BIN
manual/images/node-types_GeometryNodeToolSetFaceSet.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
manual/images/node-types_GeometryNodeToolSetSelection.png
(Stored with Git LFS)
Normal file
BIN
manual/images/node-types_GeometryNodeToolSetSelection.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
manual/images/node-types_ShaderNodeTexNoise.webp
(Stored with Git LFS)
BIN
manual/images/node-types_ShaderNodeTexNoise.webp
(Stored with Git LFS)
Binary file not shown.
BIN
manual/images/node-types_ShaderNodeTexVoronoi.webp
(Stored with Git LFS)
BIN
manual/images/node-types_ShaderNodeTexVoronoi.webp
(Stored with Git LFS)
Binary file not shown.
@ -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
|
||||||
------------
|
------------
|
||||||
|
@ -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`
|
||||||
|
@ -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.
|
||||||
|
@ -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
|
||||||
|
@ -12,3 +12,4 @@
|
|||||||
normal.rst
|
normal.rst
|
||||||
position.rst
|
position.rst
|
||||||
radius.rst
|
radius.rst
|
||||||
|
selection.rst
|
||||||
|
37
manual/modeling/geometry_nodes/geometry/read/selection.rst
Normal file
37
manual/modeling/geometry_nodes/geometry/read/selection.rst
Normal file
@ -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.
|
@ -8,3 +8,4 @@
|
|||||||
|
|
||||||
set_id.rst
|
set_id.rst
|
||||||
set_position.rst
|
set_position.rst
|
||||||
|
set_selection.rst
|
||||||
|
@ -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.
|
38
manual/modeling/geometry_nodes/input/scene/3d_cursor.rst
Normal file
38
manual/modeling/geometry_nodes/input/scene/3d_cursor.rst
Normal file
@ -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.
|
@ -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
|
||||||
|
@ -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
|
||||||
|
42
manual/modeling/geometry_nodes/mesh/read/face_set.rst
Normal file
42
manual/modeling/geometry_nodes/mesh/read/face_set.rst
Normal file
@ -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.
|
@ -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
|
||||||
|
@ -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
|
||||||
|
@ -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
|
||||||
|
@ -6,4 +6,5 @@
|
|||||||
.. toctree::
|
.. toctree::
|
||||||
:maxdepth: 1
|
:maxdepth: 1
|
||||||
|
|
||||||
|
set_face_set.rst
|
||||||
set_shade_smooth.rst
|
set_shade_smooth.rst
|
||||||
|
45
manual/modeling/geometry_nodes/mesh/write/set_face_set.rst
Normal file
45
manual/modeling/geometry_nodes/mesh/write/set_face_set.rst
Normal file
@ -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.
|
@ -11,8 +11,8 @@ 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>`
|
||||||
|
@ -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
|
||||||
=====
|
=====
|
||||||
|
@ -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
|
||||||
=====
|
=====
|
||||||
|
@ -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
|
||||||
=======
|
=======
|
||||||
|
@ -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
|
||||||
=======
|
=======
|
||||||
|
@ -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`
|
||||||
|
@ -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::
|
||||||
|
@ -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.
|
|
||||||
|
@ -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
|
||||||
================
|
================
|
||||||
|
|
||||||
|
@ -1,4 +1,3 @@
|
|||||||
.. _bpy.ops.transform:
|
|
||||||
|
|
||||||
#############
|
#############
|
||||||
Transform
|
Transform
|
||||||
|
@ -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
|
||||||
------
|
------
|
||||||
|
|
||||||
|
@ -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
|
||||||
|
49
manual/render/cycles/object_settings/light_linking.rst
Normal file
49
manual/render/cycles/object_settings/light_linking.rst
Normal file
@ -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.
|
@ -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.
|
||||||
|
@ -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
|
||||||
|
@ -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
|
||||||
=======
|
=======
|
||||||
|
@ -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
|
||||||
=======
|
=======
|
||||||
|
@ -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
|
||||||
=========
|
=========
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user