Small corrections #104704

Merged
Aaron Carlisle merged 2 commits from pioverfour/blender-manual:corrections into blender-v4.1-release 2024-02-18 01:41:32 +01:00
6 changed files with 15 additions and 15 deletions

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@ -49,22 +49,22 @@ Blending
The result of the strip is multiplied, subtracted, or added to the accumulated results, The result of the strip is multiplied, subtracted, or added to the accumulated results,
and then blended in according to influence. and then blended in according to influence.
:math:`result = mix(previous, previous (+-*) value, influence)` :math:`result = mix(previous, previous (+-×) value, influence)`
Combine Combine
Depending on the type of each property, one of the following methods is automatically chosen: Depending on the type of each property, one of the following methods is automatically chosen:
Axis/Angle Rotation 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. This results in averaging the axis and adding the amount of rotation.
Quaternion Rotation Quaternion Rotation
Quaternion math is applied to all four channels of the property at once: 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) Proportional (Scale)
:math:`result = previous * (value / default) ^ {influence}` :math:`result = previous × (value / default) ^ {influence}`
Others 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. This allows layering actions that can also be used as a standalone.
Properties keyframed at their default values remain at default. Properties keyframed at their default values remain at default.

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@ -112,7 +112,7 @@ Lift/Gamma/Gain
Adjusts highlights. Adjusts highlights.
Offset/Power/Slope (ASC-CDL) 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 Slope
The multiplier :math:`s` influences all color values except black. Its effect is stronger The multiplier :math:`s` influences all color values except black. Its effect is stronger

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@ -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 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. 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: .. _geometry-nodes_instance-processing:

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@ -52,7 +52,7 @@ Strength
The strength of the displacement. After offsetting by the *Midlevel* value, 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. 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. 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, Texture values below this threshold will result in negative displacement along the selected direction,
while texture values above it will result in positive displacement. 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, Recall that color/luminosity values are typically between (0.0 to 1.0) in Blender,
and not between (0 to 255). 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}` :math:`\begin{pmatrix} A_x / B_x \\ A_y / B_y \\ A_z / B_z \end{pmatrix}`
:Multiply Add: :Multiply Add:
The entrywise combination of the multiply and addition operations. 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. :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 :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}` \\ A_x \cdot B_y - A_y \cdot B_x \end{pmatrix}`

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@ -71,8 +71,8 @@ Melanin Redness
.. hint:: .. hint::
The ratio formula is: :math:`eumelanin = Melanin*(1.0-MelaninRedness)`, The ratio formula is: :math:`eumelanin = Melanin×(1.0-MelaninRedness)`,
:math:`pheomelanin = Melanin*MelaninRedness`. :math:`pheomelanin = Melanin×MelaninRedness`.
The resulting quantities are converted (after randomization, if specified) The resulting quantities are converted (after randomization, if specified)
to absorption concentration via the following formula to absorption concentration via the following formula
@ -81,8 +81,8 @@ Melanin Redness
.. math:: .. math::
\sigma_{a} = \sigma_{a} =
eumelanin * \left[\begin{matrix} 0.506 \\ 0.841 \\ 1.653 \\ \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] 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 .. figure:: /images/render_shader-nodes_shader_hair-principled_demo-melanin-redness.jpg
:align: center :align: center
@ -124,7 +124,7 @@ Random Color
.. hint:: .. hint::
The melanin concentration is multiplied by :math:`randomFactor`, 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 .. figure:: /images/render_shader-nodes_shader_hair-principled_demo-random-color.jpg
:align: center :align: center