Small corrections #104704

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Aaron Carlisle merged 2 commits from pioverfour/blender-manual:corrections into blender-v4.1-release 2024-02-18 01:41:32 +01:00
5 changed files with 14 additions and 14 deletions
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@ -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.

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@ -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

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@ -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).

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@ -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}`

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@ -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