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building [mo]: targets for 0 po files that are out of date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building [html]: targets for 1995 source files that are out of date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
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||||
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
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||||
looking for now-outdated files... none found
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||||
pickling environment... done
|
||||
checking consistency... done
|
||||
preparing documents... done
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||||
writing output... [100%] video_editing/setup/introduction
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||||
C:\BlenderSource\docs\manual\modeling\geometry_nodes\introduction.rst:30: WARNING: unknown document: '/modeling/geometry_nodes/operators'
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generating indices... genindex done
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||||
writing additional pages... 404 search opensearch done
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||||
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
|
||||
^^^^^
|
||||
|
||||
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.
|
||||
|
||||
.. figure:: /images/addons_import-export_scene-gltf2_material-sheen.png
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||||
@ -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.
|
||||
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
|
||||
^^^^^^^^
|
||||
|
||||
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
|
||||
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
|
||||
^^^^^^^^^^^^
|
||||
@ -775,19 +737,6 @@ referenced by the ``.gltf`` file.
|
||||
Be aware that sharing this format requires sharing all of these separate files
|
||||
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
|
||||
==========
|
||||
|
||||
@ -818,8 +767,8 @@ Lighting Mode
|
||||
Standard: Physically-based glTF lighting units (cd, lx, nt).
|
||||
Unitless: Non-physical, unitless lighting. Useful when exposure controls are not available
|
||||
Raw (Deprecated): Blender lighting strengths with no conversion
|
||||
Import Webp textures
|
||||
If a texture exists in webp format, loads the webp texture instead of the fallback png/jpg one.
|
||||
Import WebP textures
|
||||
If a texture exists in WebP format, loads the WebP texture instead of the fallback png/jpg one.
|
||||
|
||||
|
||||
Export
|
||||
@ -909,18 +858,15 @@ Materials
|
||||
Images
|
||||
Output format for images. PNG is lossless and generally preferred, but JPEG might be preferable for
|
||||
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.
|
||||
Image Quality
|
||||
When exporting jpeg or Webp files, the quality of the exported file.
|
||||
Create Webp
|
||||
Creates webp textures for every textures, in addition to the existing texture.
|
||||
For already webp textures, nothing happen.
|
||||
Webp fallback
|
||||
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.
|
||||
When exporting jpeg or WebP files, the quality of the exported file.
|
||||
Create WebP
|
||||
Creates WebP textures for every textures, in addition to the existing texture.
|
||||
For already WebP textures, nothing happen.
|
||||
WebP fallback
|
||||
For all WebP textures, create a png fallback texture.
|
||||
|
||||
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.
|
||||
|
||||
|
||||
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
|
||||
-------------
|
||||
|
||||
|
@ -79,9 +79,13 @@ Settings like mouse sensitivity and default speed can be adjusted in the
|
||||
* - :kbd:`D`/:kbd:`Right`
|
||||
- Strafe right.
|
||||
* - :kbd:`E`
|
||||
- Move up -- only available if *Gravity* is off.
|
||||
- Move up (global) -- only available if *Gravity* is off.
|
||||
* - :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`
|
||||
- Teleport to the location at the crosshair
|
||||
(offset by the *Camera Height* value set in the Preferences).
|
||||
|
@ -158,6 +158,8 @@ Text Rendering
|
||||
Anti-Aliasing
|
||||
Enable interface text :term:`Anti-Aliasing`.
|
||||
When disabled, texts are rendered using straight text rendering (filling only absolute pixels).
|
||||
Subpixel Anti-Aliasing
|
||||
Render text for optimal horizontal placement.
|
||||
Hinting
|
||||
Adjust `font hinting <https://en.wikipedia.org/wiki/Font_hinting>`__,
|
||||
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
|
||||
Uncheck to disable this keymap item.
|
||||
Map Type
|
||||
Keyboard
|
||||
Single hotkey or key combination.
|
||||
Mouse
|
||||
Actions from mouse buttons, tablet or touchpad input.
|
||||
NDOF
|
||||
Movement from a 3D mouse (:term:`NDOF`) device.
|
||||
Tweak
|
||||
Mouse click and drag *(optionally map drag direction to different actions)*.
|
||||
Text Input
|
||||
Use this function by entering a text.
|
||||
Timer
|
||||
:Keyboard: Single hotkey or key combination.
|
||||
:Mouse: Actions from mouse buttons, tablet or touchpad input.
|
||||
:NDOF: Movement from a 3D mouse (:term:`NDOF`) device.
|
||||
: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.
|
||||
E.g. by default, *Animation Step* uses "Timer 0", *Smooth View* uses "Timer 1".
|
||||
Operator ID Name
|
||||
|
@ -302,6 +302,9 @@ Cache
|
||||
Show Cache
|
||||
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.
|
||||
|
||||
.. figure:: /images/editors_timeline_cache.png
|
||||
|
@ -35,6 +35,8 @@ Frame Selected :kbd:`NumpadPeriod`
|
||||
Zooms in the display to fit only the selected strips.
|
||||
Frame All :kbd:`Home`
|
||||
Zooms the display to show all strips.
|
||||
Go to Current Frame
|
||||
Centers the horizontal timeline on the current frame.
|
||||
Zoom :kbd:`Shift-B`
|
||||
Click and drag to draw a rectangle and zoom to this rectangle.
|
||||
|
||||
|
@ -4,7 +4,7 @@
|
||||
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
|
||||
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>`.
|
||||
|
||||
|
||||
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
|
||||
The language used in the user interface.
|
||||
The list is broken up into categories determining how complete the translations are.
|
||||
@ -34,6 +51,7 @@ Shortcuts
|
||||
|
||||
Select With
|
||||
Controls which mouse button, either right or left, is used to select items in Blender.
|
||||
|
||||
Spacebar
|
||||
Controls the action of :kbd:`Spacebar`.
|
||||
These and other shortcuts can be modified in the :doc:`keymap preferences </editors/preferences/keymap>`.
|
||||
@ -47,24 +65,13 @@ Spacebar
|
||||
: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.
|
||||
|
||||
Theme
|
||||
Choose between a light or dark theme for Blender.
|
||||
Themes can be customized more in the :doc:`Preferences </editors/preferences/themes>`.
|
||||
|
||||
Load Previous Version Settings
|
||||
Copies 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.
|
||||
|
||||
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`).
|
||||
Save New Settings
|
||||
Saves the settings set above and opens the regular :ref:`splash`.
|
||||
|
||||
|
||||
Saving Defaults
|
||||
@ -76,6 +83,14 @@ Changing the default startup file can be done via
|
||||
:menuselection:`File --> Defaults --> Save 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
|
||||
========================
|
||||
|
BIN
manual/images/addons_import-export_scene-gltf2_material-base-color-image-hookup.png
(Stored with Git LFS)
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manual/images/node-types_GeometryNodeTool3DCursor.png
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manual/images/node-types_GeometryNodeTool3DCursor.png
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manual/images/node-types_GeometryNodeToolFaceSet.png
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manual/images/node-types_GeometryNodeToolFaceSet.png
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manual/images/node-types_GeometryNodeToolSelection.png
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manual/images/node-types_GeometryNodeToolSelection.png
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manual/images/node-types_GeometryNodeToolSetFaceSet.png
(Stored with Git LFS)
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manual/images/node-types_GeometryNodeToolSetFaceSet.png
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manual/images/node-types_GeometryNodeToolSetSelection.png
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manual/images/node-types_GeometryNodeToolSetSelection.png
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manual/images/node-types_ShaderNodeTexNoise.webp
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manual/images/node-types_ShaderNodeTexVoronoi.webp
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@ -180,13 +180,6 @@ Activate Gizmo Event
|
||||
:Drag:
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
------------
|
||||
|
@ -16,7 +16,9 @@ General
|
||||
* - :kbd:`1` - :kbd:`3`
|
||||
- Switch Selection mode
|
||||
* - :kbd:`4``
|
||||
- Object Modes pie menu
|
||||
- Object Mode
|
||||
* - :kbd:`5``
|
||||
- Modes Pie Menu
|
||||
* - :kbd:`RMB`
|
||||
- Context menu
|
||||
* - :kbd:`Tab`
|
||||
|
@ -1,3 +1,4 @@
|
||||
.. _bpy.ops.wm.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.
|
||||
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::
|
||||
|
||||
When starting Blender for the first time, the Interactive Region
|
||||
contains a :ref:`Quick Set Up Process <splash-quick-start>`.
|
||||
When starting Blender for the first time or updating to a new version,
|
||||
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.
|
||||
|
||||
:Boolean: True or false value
|
||||
:Integer: 32-bit integer
|
||||
:8-Bit Integer: Smaller integer with a range from -128 to 127
|
||||
:Float: Floating-point value
|
||||
:Vector: 3D vector with floating-point values
|
||||
:2D Vector: 2D vector with floating-point values
|
||||
:Color: RGBA color with 32-bit floating-point values
|
||||
:Byte Color: RGBA color with 8-bit positive integer values
|
||||
:Boolean: True or false value.
|
||||
:Integer: 32-bit integer.
|
||||
:8-Bit Integer: Smaller integer with a range from -128 to 127.
|
||||
:Float: Floating-point value.
|
||||
:Vector: 3D vector with floating-point values.
|
||||
:2D Vector: 2D vector with floating-point values.
|
||||
:Color: RGBA color with 32-bit floating-point 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
|
||||
boolean, so it is more complicated). When joining separate geometries together, the more complex data
|
||||
|
@ -12,3 +12,4 @@
|
||||
normal.rst
|
||||
position.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_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::
|
||||
:maxdepth: 1
|
||||
|
||||
3d_cursor.rst
|
||||
collection_info.rst
|
||||
image_info.rst
|
||||
is_viewport.rst
|
||||
|
@ -12,6 +12,8 @@ Self Object Node
|
||||
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.
|
||||
|
||||
When evaluated in the :ref:`Tool context <tool_context>`, this node returns the Active object.
|
||||
|
||||
.. note::
|
||||
|
||||
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_group_boundaries.rst
|
||||
face_neighbors.rst
|
||||
face_set.rst
|
||||
face_is_planar.rst
|
||||
is_edge_smooth.rst
|
||||
is_shade_smooth.rst
|
||||
is_face_smooth.rst
|
||||
mesh_island.rst
|
||||
shortest_edge_paths.rst
|
||||
vertex_neighbors.rst
|
||||
|
@ -1,9 +1,9 @@
|
||||
.. index:: Geometry Nodes; Is Edge Smooth
|
||||
.. _bpy.types.GeometryNodeInputEdgeSmooth:
|
||||
|
||||
********************
|
||||
*******************
|
||||
Is Edge Smooth Node
|
||||
********************
|
||||
*******************
|
||||
|
||||
.. figure:: /images/node-types_GeometryNodeInputEdgeSmooth.png
|
||||
:align: right
|
||||
|
@ -1,9 +1,9 @@
|
||||
.. index:: Geometry Nodes; Is Face Smooth
|
||||
.. _bpy.types.GeometryNodeInputShadeSmooth:
|
||||
|
||||
********************
|
||||
*******************
|
||||
Is Face Smooth Node
|
||||
********************
|
||||
*******************
|
||||
|
||||
.. figure:: /images/node-types_GeometryNodeInputFaceSmooth.png
|
||||
:align: right
|
||||
|
@ -6,4 +6,5 @@
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
|
||||
set_face_set.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.
|
@ -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 smooth status of both edges and faces can be controlled, corresponding to the `sharp_edge` and
|
||||
`sharp_face` attributes.
|
||||
The input node for this data is the :doc:`Is Shade Smooth </modeling/geometry_nodes/mesh/read/is_shade_smooth>` node.
|
||||
The input node for this data is the :doc:`/modeling/geometry_nodes/mesh/read/is_face_smooth`.
|
||||
|
||||
.. note::
|
||||
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
|
||||
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
|
||||
=====
|
||||
|
@ -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.
|
||||
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
|
||||
=====
|
||||
|
@ -36,6 +36,9 @@ Detail
|
||||
Higher number of octaves corresponds to a higher render 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.
|
||||
Distortion
|
||||
Amount of distortion.
|
||||
|
||||
@ -56,6 +59,10 @@ Dimensions
|
||||
Higher dimensions corresponds to higher render time,
|
||||
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
|
||||
=======
|
||||
|
@ -31,6 +31,15 @@ W
|
||||
Texture coordinate to evaluate the noise at.
|
||||
Scale
|
||||
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
|
||||
The smoothness of the noise.
|
||||
|
||||
@ -240,6 +249,10 @@ Distance Metric
|
||||
|
||||
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
|
||||
=======
|
||||
|
@ -5,7 +5,7 @@
|
||||
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.
|
||||
|
||||
.. 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.
|
||||
|
||||
|
||||
.. _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
|
||||
==============================
|
||||
|
||||
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.
|
||||
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
|
||||
===================
|
||||
|
||||
The following nodes are only supported in the tool context:
|
||||
The following nodes are only supported in the *Tool* context:
|
||||
|
||||
- 3D Cursor
|
||||
- Face Set
|
||||
- Selection
|
||||
- Set Face Set
|
||||
- Set Selection
|
||||
- :doc:`/modeling/geometry_nodes/input/scene/3d_cursor`
|
||||
- :doc:`/modeling/geometry_nodes/mesh/read/face_set`
|
||||
- :doc:`/modeling/geometry_nodes/geometry/read/selection`
|
||||
- :doc:`/modeling/geometry_nodes/mesh/write/set_face_set`
|
||||
- :doc:`/modeling/geometry_nodes/geometry/write/set_selection`
|
||||
|
||||
.. note::
|
||||
|
||||
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
|
||||
===================
|
||||
|
||||
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/output/viewer`
|
||||
|
@ -33,12 +33,14 @@ Edge Bevel Weight
|
||||
:Mode: Edit Mode
|
||||
:Menu: :menuselection:`Edge --> Edge Bevel Weight`
|
||||
|
||||
This edge property, a value between (0.0 to 1.0),
|
||||
is used by the :doc:`Bevel Modifier </modeling/modifiers/generate/bevel>`
|
||||
Sets the value for the `bevel_weight_edge` attribute, a value between (0.0 to 1.0).
|
||||
|
||||
This attribute is used by the :doc:`Bevel Modifier </modeling/modifiers/generate/bevel>`
|
||||
to control the bevel intensity of the edges.
|
||||
|
||||
This operator enters an interactive mode (a bit like transform tools),
|
||||
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.
|
||||
|
||||
.. 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.
|
||||
|
||||
.. _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_add:
|
||||
|
||||
@ -27,31 +21,3 @@ Add/Clear Skin Data
|
||||
|
||||
Add/Clear Custom Split Normals Data
|
||||
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.
|
||||
|
||||
|
||||
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
|
||||
================
|
||||
|
||||
|
@ -1,4 +1,3 @@
|
||||
.. _bpy.ops.transform:
|
||||
|
||||
#############
|
||||
Transform
|
||||
|
@ -15,46 +15,34 @@ They work by changing the geometry which you can edit directly.
|
||||
Operators
|
||||
=========
|
||||
|
||||
.. _bpy.ops.transform.transform:
|
||||
|
||||
There are several transformation operations included in Blender.
|
||||
Here are some of the main operations available:
|
||||
|
||||
|
||||
.. _bpy.ops.transform.translate:
|
||||
|
||||
Move
|
||||
----
|
||||
|
||||
This operations allows you to move elements along the X, Y, and Z axes in the scene.
|
||||
|
||||
|
||||
.. _bpy.ops.transform.rotate:
|
||||
|
||||
Rotate
|
||||
------
|
||||
|
||||
You can use this function to rotate elements around the X, Y, and Z axes.
|
||||
|
||||
|
||||
.. _bpy.ops.transform.resize:
|
||||
|
||||
Scale
|
||||
-----
|
||||
|
||||
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
|
||||
-------------
|
||||
|
||||
This is useful for aligning objects with the view from the camera or another specific viewpoint.
|
||||
|
||||
|
||||
.. _bpy.ops.transform.mirror:
|
||||
|
||||
Mirror
|
||||
------
|
||||
|
||||
|
@ -3,12 +3,12 @@
|
||||
Object Settings
|
||||
###################
|
||||
|
||||
These are options that are scattered though out Blender,
|
||||
and are often only available in certain contexts.
|
||||
Settings for objects and object data.
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 2
|
||||
|
||||
object_data.rst
|
||||
light_linking.rst
|
||||
adaptive_subdiv.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
|
||||
Light Group, then pressing this button will create a *Light Group* with that name
|
||||
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.ShaderNodeBsdfSheen:
|
||||
|
||||
***********
|
||||
**********
|
||||
Sheen BSDF
|
||||
***********
|
||||
**********
|
||||
|
||||
.. figure:: /images/node-types_ShaderNodeBsdfSheen.png
|
||||
:align: right
|
||||
|
@ -29,6 +29,9 @@ Detail
|
||||
Higher number of octaves corresponds to a higher render 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.
|
||||
Distortion
|
||||
Amount of distortion.
|
||||
|
||||
@ -49,6 +52,10 @@ Dimensions
|
||||
Higher dimensions corresponds to higher render time,
|
||||
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
|
||||
=======
|
||||
|
@ -24,6 +24,15 @@ W
|
||||
Texture coordinate to evaluate the noise at.
|
||||
Scale
|
||||
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
|
||||
The smoothness of the noise.
|
||||
|
||||
@ -233,6 +242,10 @@ Distance Metric
|
||||
|
||||
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
|
||||
=======
|
||||
|
@ -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>`
|
||||
|
||||
|
||||
.. _face_sets:
|
||||
|
||||
Face Sets
|
||||
=========
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user