Add examples for Ray Portal BSDF #104813
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manual/images/render_shader-nodes_ray-portal-bsdf_gateway-example.jpg
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manual/images/render_shader-nodes_ray-portal-bsdf_gateway-example.jpg
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manual/images/render_shader-nodes_ray-portal-bsdf_portal-to-screen-example.jpg
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manual/images/render_shader-nodes_ray-portal-bsdf_portal-to-screen-example.jpg
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@ -58,41 +58,42 @@ One use case for the *Ray Portal BSDF* is to connect two spaces together to
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create effects like a portal to an alternative dimension, or "impossible spaces"
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create effects like a portal to an alternative dimension, or "impossible spaces"
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where something is bigger or smaller on the inside than expected.
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where something is bigger or smaller on the inside than expected.
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.. figure:: /images/render_shader-nodes_ray-portal-bsdf_gateway-example.jpg
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:width: 760px
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To set up a *Ray Portal BSDF* for a technique like this, augment the
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To set up a *Ray Portal BSDF* for a technique like this, augment the
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*Position* and *Incoming* outputs of the
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*Position* and *Incoming* outputs of the
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:doc:`Geometry node </render/shader_nodes/input/geometry>` to set the exit point
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:doc:`Geometry node </render/shader_nodes/input/geometry>` to set the exit point
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and direction of the ray through the portal. Here is an example node setup:
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and direction of the ray through the portal. Here are some examples:
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.. list-table::
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Simple Offset
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-------------
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* - .. figure:: /images/render_shader-nodes_ray-portal-bsdf_simple-ray-offset-nodes.jpg
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.. figure:: /images/render_shader-nodes_ray-portal-bsdf_simple-ray-offset-nodes.jpg
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:width: 320px
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This simple node setup offsets the ray position.
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In this example, the ray is offset 0 units along the X axis,
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4 units along the Y axis, and 5 units along the Z axis.
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- .. figure:: /images/render_shader-nodes_ray-portal-bsdf_ray-augmentation-nodes.jpg
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This simple node setup offsets the ray position.
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:width: 320px
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In this example, the ray is offset 0 units along the X axis,
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4 units along the Y axis, and 5 units along the Z axis.
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Brecht Van Lommel
commented
is used for offsetting -> offsets is used for offsetting -> offsets
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Alaska marked this conversation as resolved
Brecht Van Lommel
commented
the ray 0 units -> the ray is offset 0 units the ray 0 units -> the ray is offset 0 units
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In this example, the *Location of Portal Target* and *Rotation of Portal Target*
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Portal
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vectors are obtained from a target portal object using
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------
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:doc:`Drivers </animation/drivers/introduction>`.
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.. figure:: /images/render_shader-nodes_ray-portal-bsdf_gateway-example.jpg
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.. figure:: /images/render_shader-nodes_ray-portal-bsdf_ray-augmentation-nodes.jpg
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In this example, the *Location of Portal Target* and *Rotation of Portal Target*
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Alaska marked this conversation as resolved
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Brecht Van Lommel
commented
`Drivers</` -> `Drivers </`
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vectors are obtained from a target portal object using
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:doc:`Drivers </animation/drivers/introduction>`.
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Brecht Van Lommel
commented
allowing the creation of -> for allowing the creation of -> for
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Camera Feed
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-----------
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Along with augmenting rays, the ray position and ray direction can be replaced,
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Along with augmenting rays, the ray position and ray direction can be replaced,
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For effects like a camera feed on a screen.
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for effects like a camera feed on a screen.
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.. list-table::
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.. figure:: /images/render_shader-nodes_ray-portal-bsdf_portal-to-screen-example.jpg
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Alaska marked this conversation as resolved
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Brecht Van Lommel
commented
Using -> Using the Using -> Using the
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* - .. figure:: /images/render_shader-nodes_ray-portal-bsdf_portal-to-screen-example.jpg
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Using the Ray Portal BSDF to replicate the effect of a camera feed on a screen.
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:width: 320px
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Using the Ray Portal BSDF to replicate the effect of a camera feed on a screen.
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.. figure:: /images/render_shader-nodes_ray-portal-bsdf_portal-to-screen-nodes.jpg
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- .. figure:: /images/render_shader-nodes_ray-portal-bsdf_portal-to-screen-nodes.jpg
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Node setup for replicating a camera feed like effect on a screen.
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:width: 320px
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Node setup for replicating a camera feed like effect on a screen.
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setup -> set up
you should argument -> augment