From 14d08cb45868a0a29512c95fa3b7cc9e20b44100 Mon Sep 17 00:00:00 2001 From: Damien Picard Date: Thu, 15 Feb 2024 15:33:32 +0100 Subject: [PATCH 1/2] Fixes for math formulas - Use multiplication sign everywhere instead of "*" or "\times{}". - Escape underscores so they appear as such, instead of making the next letter a subscript. --- manual/editors/nla/sidebar.rst | 10 +++++----- .../video_sequencer/sequencer/sidebar/modifiers.rst | 2 +- manual/modeling/modifiers/deform/displace.rst | 4 ++-- manual/render/shader_nodes/converter/vector_math.rst | 2 +- manual/render/shader_nodes/shader/hair_principled.rst | 10 +++++----- 5 files changed, 14 insertions(+), 14 deletions(-) diff --git a/manual/editors/nla/sidebar.rst b/manual/editors/nla/sidebar.rst index f2d774797..127abcc51 100644 --- a/manual/editors/nla/sidebar.rst +++ b/manual/editors/nla/sidebar.rst @@ -49,22 +49,22 @@ Blending The result of the strip is multiplied, subtracted, or added to the accumulated results, and then blended in according to influence. - :math:`result = mix(previous, previous (+-*) value, influence)` + :math:`result = mix(previous, previous (+-×) value, influence)` Combine Depending on the type of each property, one of the following methods is automatically chosen: Axis/Angle Rotation - :math:`result = previous + value * influence` + :math:`result = previous + value × influence` This results in averaging the axis and adding the amount of rotation. Quaternion Rotation Quaternion math is applied to all four channels of the property at once: - :math:`result = {previous} \times {value} ^ {influence}` + :math:`result = {previous} × {value} ^ {influence}` Proportional (Scale) - :math:`result = previous * (value / default) ^ {influence}` + :math:`result = previous × (value / default) ^ {influence}` Others - :math:`result = previous + (value - default) * {influence}` + :math:`result = previous + (value - default) × {influence}` This allows layering actions that can also be used as a standalone. Properties keyframed at their default values remain at default. diff --git a/manual/editors/video_sequencer/sequencer/sidebar/modifiers.rst b/manual/editors/video_sequencer/sequencer/sidebar/modifiers.rst index 2df48cd8c..0cdec5ead 100644 --- a/manual/editors/video_sequencer/sequencer/sidebar/modifiers.rst +++ b/manual/editors/video_sequencer/sequencer/sidebar/modifiers.rst @@ -112,7 +112,7 @@ Lift/Gamma/Gain Adjusts highlights. Offset/Power/Slope (ASC-CDL) - The following formula is applied to each RGB color value separately: :math:`c_{out} = (c_{in}*s + o)^p` + The following formula is applied to each RGB color value separately: :math:`c_{out} = (c_{in}×s + o)^p` Slope The multiplier :math:`s` influences all color values except black. Its effect is stronger diff --git a/manual/modeling/modifiers/deform/displace.rst b/manual/modeling/modifiers/deform/displace.rst index 7626e4b96..57f92553b 100644 --- a/manual/modeling/modifiers/deform/displace.rst +++ b/manual/modeling/modifiers/deform/displace.rst @@ -52,7 +52,7 @@ Strength The strength of the displacement. After offsetting by the *Midlevel* value, the displacement will be multiplied by the *Strength* value to give the final vertex offset. - :math:`vertex_offset = displacement × Strength` + :math:`vertex\_offset = displacement × Strength` A negative strength can be used to invert the effect of the modifier. @@ -61,7 +61,7 @@ Midlevel Texture values below this threshold will result in negative displacement along the selected direction, while texture values above it will result in positive displacement. - :math:`displacement = texture_value - Midlevel` + :math:`displacement = texture\_value - Midlevel` Recall that color/luminosity values are typically between (0.0 to 1.0) in Blender, and not between (0 to 255). diff --git a/manual/render/shader_nodes/converter/vector_math.rst b/manual/render/shader_nodes/converter/vector_math.rst index e67b1c33b..294ad10d8 100644 --- a/manual/render/shader_nodes/converter/vector_math.rst +++ b/manual/render/shader_nodes/converter/vector_math.rst @@ -45,7 +45,7 @@ Operation :math:`\begin{pmatrix} A_x / B_x \\ A_y / B_y \\ A_z / B_z \end{pmatrix}` :Multiply Add: The entrywise combination of the multiply and addition operations. - :math:`A * B + C` + :math:`A × B + C` :Cross Product: The cross product of A and B. :math:`\begin{pmatrix} A_y \cdot B_z - A_z \cdot B_y \\ A_z \cdot B_x - A_x \cdot B_z \\ A_x \cdot B_y - A_y \cdot B_x \end{pmatrix}` diff --git a/manual/render/shader_nodes/shader/hair_principled.rst b/manual/render/shader_nodes/shader/hair_principled.rst index 288b7f341..dda5f1864 100644 --- a/manual/render/shader_nodes/shader/hair_principled.rst +++ b/manual/render/shader_nodes/shader/hair_principled.rst @@ -71,8 +71,8 @@ Melanin Redness .. hint:: - The ratio formula is: :math:`eumelanin = Melanin*(1.0-MelaninRedness)`, - :math:`pheomelanin = Melanin*MelaninRedness`. + The ratio formula is: :math:`eumelanin = Melanin×(1.0-MelaninRedness)`, + :math:`pheomelanin = Melanin×MelaninRedness`. The resulting quantities are converted (after randomization, if specified) to absorption concentration via the following formula @@ -81,8 +81,8 @@ Melanin Redness .. math:: \sigma_{a} = - eumelanin * \left[\begin{matrix} 0.506 \\ 0.841 \\ 1.653 \\ \end{matrix}\right] + - pheomelanin * \left[\begin{matrix} 0.343 \\ 0.733 \\ 1.924 \\ \end{matrix}\right] + eumelanin × \left[\begin{matrix} 0.506 \\ 0.841 \\ 1.653 \\ \end{matrix}\right] + + pheomelanin × \left[\begin{matrix} 0.343 \\ 0.733 \\ 1.924 \\ \end{matrix}\right] .. figure:: /images/render_shader-nodes_shader_hair-principled_demo-melanin-redness.jpg :align: center @@ -124,7 +124,7 @@ Random Color .. hint:: The melanin concentration is multiplied by :math:`randomFactor`, - where :math:`randomFactor = 1.0 + 2.0*(Random - 0.5) * RandomColor`. + where :math:`randomFactor = 1.0 + 2.0×(Random - 0.5) × RandomColor`. .. figure:: /images/render_shader-nodes_shader_hair-principled_demo-random-color.jpg :align: center -- 2.30.2 From 75637dbba8adf07d2973c01610c5a5e4908492d9 Mon Sep 17 00:00:00 2001 From: Damien Picard Date: Thu, 15 Feb 2024 15:50:39 +0100 Subject: [PATCH 2/2] Fix: link markup in GN instances page Reported by Litzler Jean Pierre. --- manual/modeling/geometry_nodes/instances.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/manual/modeling/geometry_nodes/instances.rst b/manual/modeling/geometry_nodes/instances.rst index 7924991a1..0fbf029e1 100644 --- a/manual/modeling/geometry_nodes/instances.rst +++ b/manual/modeling/geometry_nodes/instances.rst @@ -71,7 +71,7 @@ The term "realizing" instances referes to converting the instances into unique g When instances are realized they will take up more memory and manipulation to geometry will have to be processed individually rather the once per instancing geometry. -To realize instance use the :doc`/modeling/geometry_nodes/instances/realize_instances`. +To realize instance use the :doc:`/modeling/geometry_nodes/instances/realize_instances`. .. _geometry-nodes_instance-processing: -- 2.30.2