Small corrections #104704
@ -49,22 +49,22 @@ Blending
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The result of the strip is multiplied, subtracted, or added to the accumulated results,
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The result of the strip is multiplied, subtracted, or added to the accumulated results,
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and then blended in according to influence.
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and then blended in according to influence.
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:math:`result = mix(previous, previous (+-*) value, influence)`
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:math:`result = mix(previous, previous (+-×) value, influence)`
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Combine
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Combine
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Depending on the type of each property, one of the following methods is automatically chosen:
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Depending on the type of each property, one of the following methods is automatically chosen:
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Axis/Angle Rotation
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Axis/Angle Rotation
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:math:`result = previous + value * influence`
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:math:`result = previous + value × influence`
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This results in averaging the axis and adding the amount of rotation.
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This results in averaging the axis and adding the amount of rotation.
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Quaternion Rotation
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Quaternion Rotation
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Quaternion math is applied to all four channels of the property at once:
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Quaternion math is applied to all four channels of the property at once:
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:math:`result = {previous} \times {value} ^ {influence}`
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:math:`result = {previous} × {value} ^ {influence}`
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Proportional (Scale)
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Proportional (Scale)
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:math:`result = previous * (value / default) ^ {influence}`
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:math:`result = previous × (value / default) ^ {influence}`
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Others
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Others
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:math:`result = previous + (value - default) * {influence}`
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:math:`result = previous + (value - default) × {influence}`
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This allows layering actions that can also be used as a standalone.
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This allows layering actions that can also be used as a standalone.
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Properties keyframed at their default values remain at default.
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Properties keyframed at their default values remain at default.
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@ -112,7 +112,7 @@ Lift/Gamma/Gain
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Adjusts highlights.
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Adjusts highlights.
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Offset/Power/Slope (ASC-CDL)
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Offset/Power/Slope (ASC-CDL)
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The following formula is applied to each RGB color value separately: :math:`c_{out} = (c_{in}*s + o)^p`
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The following formula is applied to each RGB color value separately: :math:`c_{out} = (c_{in}×s + o)^p`
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Slope
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Slope
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The multiplier :math:`s` influences all color values except black. Its effect is stronger
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The multiplier :math:`s` influences all color values except black. Its effect is stronger
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@ -52,7 +52,7 @@ Strength
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The strength of the displacement. After offsetting by the *Midlevel* value,
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The strength of the displacement. After offsetting by the *Midlevel* value,
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the displacement will be multiplied by the *Strength* value to give the final vertex offset.
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the displacement will be multiplied by the *Strength* value to give the final vertex offset.
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:math:`vertex_offset = displacement × Strength`
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:math:`vertex\_offset = displacement × Strength`
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A negative strength can be used to invert the effect of the modifier.
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A negative strength can be used to invert the effect of the modifier.
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@ -61,7 +61,7 @@ Midlevel
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Texture values below this threshold will result in negative displacement along the selected direction,
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Texture values below this threshold will result in negative displacement along the selected direction,
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while texture values above it will result in positive displacement.
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while texture values above it will result in positive displacement.
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:math:`displacement = texture_value - Midlevel`
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:math:`displacement = texture\_value - Midlevel`
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Recall that color/luminosity values are typically between (0.0 to 1.0) in Blender,
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Recall that color/luminosity values are typically between (0.0 to 1.0) in Blender,
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and not between (0 to 255).
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and not between (0 to 255).
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@ -45,7 +45,7 @@ Operation
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:math:`\begin{pmatrix} A_x / B_x \\ A_y / B_y \\ A_z / B_z \end{pmatrix}`
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:math:`\begin{pmatrix} A_x / B_x \\ A_y / B_y \\ A_z / B_z \end{pmatrix}`
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:Multiply Add:
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:Multiply Add:
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The entrywise combination of the multiply and addition operations.
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The entrywise combination of the multiply and addition operations.
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:math:`A * B + C`
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:math:`A × B + C`
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:Cross Product: The cross product of A and B.
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:Cross Product: The cross product of A and B.
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:math:`\begin{pmatrix} A_y \cdot B_z - A_z \cdot B_y \\ A_z \cdot B_x - A_x \cdot B_z
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:math:`\begin{pmatrix} A_y \cdot B_z - A_z \cdot B_y \\ A_z \cdot B_x - A_x \cdot B_z
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\\ A_x \cdot B_y - A_y \cdot B_x \end{pmatrix}`
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\\ A_x \cdot B_y - A_y \cdot B_x \end{pmatrix}`
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@ -71,8 +71,8 @@ Melanin Redness
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.. hint::
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.. hint::
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The ratio formula is: :math:`eumelanin = Melanin*(1.0-MelaninRedness)`,
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The ratio formula is: :math:`eumelanin = Melanin×(1.0-MelaninRedness)`,
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:math:`pheomelanin = Melanin*MelaninRedness`.
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:math:`pheomelanin = Melanin×MelaninRedness`.
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The resulting quantities are converted (after randomization, if specified)
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The resulting quantities are converted (after randomization, if specified)
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to absorption concentration via the following formula
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to absorption concentration via the following formula
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@ -81,8 +81,8 @@ Melanin Redness
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.. math::
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.. math::
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\sigma_{a} =
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\sigma_{a} =
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eumelanin * \left[\begin{matrix} 0.506 \\ 0.841 \\ 1.653 \\ \end{matrix}\right] +
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eumelanin × \left[\begin{matrix} 0.506 \\ 0.841 \\ 1.653 \\ \end{matrix}\right] +
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pheomelanin * \left[\begin{matrix} 0.343 \\ 0.733 \\ 1.924 \\ \end{matrix}\right]
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pheomelanin × \left[\begin{matrix} 0.343 \\ 0.733 \\ 1.924 \\ \end{matrix}\right]
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.. figure:: /images/render_shader-nodes_shader_hair-principled_demo-melanin-redness.jpg
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.. figure:: /images/render_shader-nodes_shader_hair-principled_demo-melanin-redness.jpg
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:align: center
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:align: center
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@ -124,7 +124,7 @@ Random Color
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.. hint::
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.. hint::
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The melanin concentration is multiplied by :math:`randomFactor`,
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The melanin concentration is multiplied by :math:`randomFactor`,
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where :math:`randomFactor = 1.0 + 2.0*(Random - 0.5) * RandomColor`.
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where :math:`randomFactor = 1.0 + 2.0×(Random - 0.5) × RandomColor`.
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.. figure:: /images/render_shader-nodes_shader_hair-principled_demo-random-color.jpg
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.. figure:: /images/render_shader-nodes_shader_hair-principled_demo-random-color.jpg
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:align: center
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:align: center
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