Add examples for Ray Portal BSDF #104813

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Brecht Van Lommel merged 4 commits from Alaska/blender-manual:ray-portal-example into blender-v4.2-release 2024-06-06 14:48:20 +02:00
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@ -61,7 +61,7 @@ where something is bigger or smaller on the inside than expected.
.. figure:: /images/render_shader-nodes_ray-portal-bsdf_gateway-example.jpg .. figure:: /images/render_shader-nodes_ray-portal-bsdf_gateway-example.jpg
:width: 760px :width: 760px
To setup a *Ray Portal BSDF* for a technique like this, you should argument the To set up a *Ray Portal BSDF* for a technique like this, augment the
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setup -> set up

you should argument -> augment

setup -> set up you should argument -> augment
*Position* and *Incoming* outputs of the *Position* and *Incoming* outputs of the
:doc:`Geometry node </render/shader_nodes/input/geometry>` to set the exit point :doc:`Geometry node </render/shader_nodes/input/geometry>` to set the exit point
and direction of the ray through the portal. Here is an example node setup: and direction of the ray through the portal. Here is an example node setup:
@ -71,26 +71,26 @@ and direction of the ray through the portal. Here is an example node setup:
* - .. figure:: /images/render_shader-nodes_ray-portal-bsdf_simple-ray-offset-nodes.jpg * - .. figure:: /images/render_shader-nodes_ray-portal-bsdf_simple-ray-offset-nodes.jpg
:width: 320px :width: 320px
This simple node setup is used for offsetting the ray position. This simple node setup offsets the ray position.
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is used for offsetting -> offsets

is used for offsetting -> offsets
In this example, the ray 0 units along the X axis, 4 units along In this example, the ray is offset 0 units along the X axis,
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the ray 0 units -> the ray is offset 0 units

the ray 0 units -> the ray is offset 0 units
the Y axis, and 5 units along the Z axis. 4 units along the Y axis, and 5 units along the Z axis.
- .. figure:: /images/render_shader-nodes_ray-portal-bsdf_ray-augmentation-nodes.jpg - .. figure:: /images/render_shader-nodes_ray-portal-bsdf_ray-augmentation-nodes.jpg
:width: 320px :width: 320px
In this example, the *Location of Portal Target* and *Rotation of Portal Target* In this example, the *Location of Portal Target* and *Rotation of Portal Target*
vectors are obtained from a target portal object using vectors are obtained from a target portal object using
:doc:`Drivers</animation/drivers/introduction>`. :doc:`Drivers </animation/drivers/introduction>`.
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Drivers</ -> Drivers </

`Drivers</` -> `Drivers </`
Along with augmenting rays, the ray position and ray direction can be replaced, Along with augmenting rays, the ray position and ray direction can be replaced,
allowing the creation of effects like a camera feed on a screen. For effects like a camera feed on a screen.
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allowing the creation of -> for

allowing the creation of -> for
.. list-table:: .. list-table::
* - .. figure:: /images/render_shader-nodes_ray-portal-bsdf_portal-to-screen-example.jpg * - .. figure:: /images/render_shader-nodes_ray-portal-bsdf_portal-to-screen-example.jpg
:width: 320px :width: 320px
Using Ray Portal BSDF to replicate the effect of a camera feed on a screen. Using the Ray Portal BSDF to replicate the effect of a camera feed on a screen.
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Using -> Using the

Using -> Using the
- .. figure:: /images/render_shader-nodes_ray-portal-bsdf_portal-to-screen-nodes.jpg - .. figure:: /images/render_shader-nodes_ray-portal-bsdf_portal-to-screen-nodes.jpg
:width: 320px :width: 320px