UI: Open Folder of Recent Items #104821
@ -241,3 +241,11 @@ RedirectMatch "^/manual/{lang}/{version}/modeling/geometry_nodes/volume/volume_c
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RedirectMatch "^/manual/{lang}/{version}/editors/nla/editing.html" "^/manual/{lang}/{version}/editors/nla/editing/index.html"
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RedirectMatch "^/manual/{lang}/{version}/render/shader_nodes/shader/anisotropic.html" "^/manual/{lang}/{version}/render/shader_nodes/shader/glossy.html"
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RedirectMatch "^/manual/{lang}/{version}/files/import_export.html" "^/manual/{lang}/{version}/files/import_export/index.html"
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RedirectMatch "^/manual/{lang}/{version}/render/eevee/light_probes/introduction.html" "^/manual/{lang}/{version}/render/eevee/light_probes/index.html"
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RedirectMatch "^/manual/{lang}/{version}/movie_clip/introduction.html" "^/manual/{lang}/{version}/movie_clip/index.html"
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RedirectMatch "^/manual/{lang}/{version}/getting_started/about/introduction.html" "^/manual/{lang}/{version}/getting_started/about/index.html"
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RedirectMatch "^/manual/{lang}/{version}/animation/armatures/bones/properties/introduction.html" "^/manual/{lang}/{version}/animation/armatures/bones/properties/index.html"
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RedirectMatch "^/manual/{lang}/{version}/advanced/command_line/introduction.html" "^/manual/{lang}/{version}/advanced/command_line/index.html"
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|
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@ -4,172 +4,211 @@
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Blender's Directory Layout
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**************************
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This page documents the different directories used by Blender
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*(which can be helpful for troubleshooting)*.
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This page documents the different directories used by Blender.
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There are three different directories Blender may use,
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their exact locations are platform dependent.
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:LOCAL:
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Location of configuration and run-time data (for self-contained bundle).
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:USER:
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||||
Location of configuration files (typically in the user's home directory).
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:SYSTEM:
|
||||
Location of run-time data for system wide installation (may be read-only).
|
||||
|
||||
For system installations both **SYSTEM** and **USER** directories are needed.
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For locally extracted Blender distributions, the user configuration and run-time data are
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kept in the same subdirectory, allowing multiple Blender versions to run without conflict,
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ignoring the **USER** and **SYSTEM** files.
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This requires you to create a folder named ``config`` in the **LOCAL** directory.
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This can be helpful for troubleshooting, automation and customization.
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Platform Dependent Paths
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========================
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Here are the default locations for each system:
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User Directories
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================
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User directories store preferences, startup file, installed extensions,
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presets and more. By default these use the standard configuration folders
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for each operating system.
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Linux
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-----
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:LOCAL:
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.. parsed-literal:: ./|BLENDER_VERSION|/
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:USER:
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.. parsed-literal:: $HOME/.config/blender/|BLENDER_VERSION|/
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:SYSTEM:
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.. parsed-literal:: /usr/share/blender/|BLENDER_VERSION|/
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.. parsed-literal:: $HOME/.config/blender/|BLENDER_VERSION|/
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.. note::
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The path |INSTALLDIR| is relative to the Blender executable and
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is used for self-contained bundles distributed by official blender.org builds.
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.. |INSTALLDIR| replace:: ./|BLENDER_VERSION|/
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.. note::
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The **USER** path will use ``$XDG_CONFIG_HOME`` if it is set:
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.. parsed-literal:: $XDG_CONFIG_HOME/blender/|BLENDER_VERSION|/
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If the ``$XDG_CONFIG_HOME`` environment variable is set:
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.. parsed-literal:: $XDG_CONFIG_HOME/blender/|BLENDER_VERSION|/
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macOS
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-----
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:LOCAL:
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.. parsed-literal:: ./|BLENDER_VERSION|/
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:USER:
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.. parsed-literal:: /Users/$USER/Library/Application Support/Blender/|BLENDER_VERSION|/
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:SYSTEM:
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.. parsed-literal:: /Library/Application Support/Blender/|BLENDER_VERSION|/
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.. note::
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macOS stores the Blender binary in ``./Blender.app/Contents/MacOS/Blender``.
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The local path to data and config is:
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.. parsed-literal:: ./Blender.app/Contents/Resources/|BLENDER_VERSION|/
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.. parsed-literal:: /Users/$USER/Library/Application Support/Blender/|BLENDER_VERSION|/
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Windows
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-------
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:LOCAL:
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.. parsed-literal:: .\\\ |BLENDER_VERSION|\\
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:USER:
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.. parsed-literal:: %USERPROFILE%\\AppData\\Roaming\\Blender Foundation\\Blender\\\ |BLENDER_VERSION|\\
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:SYSTEM:
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.. parsed-literal:: %USERPROFILE%\\AppData\\Roaming\\Blender Foundation\\Blender\\\ |BLENDER_VERSION|\\
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.. parsed-literal:: %USERPROFILE%\\AppData\\Roaming\\Blender Foundation\\Blender\\\ |BLENDER_VERSION|\\
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.. note::
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.. _portable-installation:
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For installations from the Window's Store, the ``USER`` and ``SYSTEM``
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directories are inside a special folder resembling:
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Portable Installation
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---------------------
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.. parsed-literal:: %ProgramFiles%\\WindowsApps\\BlenderFoundation.Blender<HASH>\\Blender\\\ |BLENDER_VERSION|\\
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When running Blender from a portable drive, it's possible to keep the configuration
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files on the same drive to take with you.
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Where "HASH" is a string specific to each installation.
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To enable this, create a folder named ``portable`` at the following locations:
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* Windows: Next to the Blender executable, in the unzipped folder
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* Linux: Next to the Blender executable, in the unzipped folder
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* macOS: Inside the application bundle at ``Blender.app/Contents/Resources``
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This folder will then store preferences, startup file, installed extensions
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and presets.
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|
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Environment Variables
|
||||
---------------------
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The ``BLENDER_USER_RESOURCES`` :ref:`environment variable <command-line-args-environment-variables>`
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can be set to a custom directory to replace the default user directory.
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|
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System Directories
|
||||
==================
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||||
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System directories store files that come bundled with Blender and
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are required for it to function. This includes scripts, presets, essential
|
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assets and more.
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|
||||
Linux
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-----
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||||
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Archive downloaded from blender.org:
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.. parsed-literal:: ./|BLENDER_VERSION|/
|
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Linux distribution packages:
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.. parsed-literal:: /usr/share/blender/|BLENDER_VERSION|/
|
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|
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macOS
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-----
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||||
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.. parsed-literal:: ./Blender.app/Contents/Resources/|BLENDER_VERSION|/
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Windows
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-------
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Zip file downloaded from blender.org:
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.. parsed-literal:: ./|BLENDER_VERSION|/
|
||||
|
||||
Installer downloaded from blender.org:
|
||||
|
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.. parsed-literal:: %ProgramFiles%\\Blender Foundation\\Blender\\\ |BLENDER_VERSION|\\
|
||||
|
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Microsoft Store installation:
|
||||
|
||||
.. parsed-literal:: %ProgramFiles%\\WindowsApps\\BlenderFoundation.Blender<HASH>\\Blender\\\ |BLENDER_VERSION|\\
|
||||
|
||||
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Environment Variables
|
||||
---------------------
|
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``BLENDER_SYSTEM_SCRIPTS`` and ``BLENDER_SYSTEM_EXTENSIONS``
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:ref:`environment variables <command-line-args-environment-variables>`
|
||||
can be used to :ref:`bundle additional scripts and extensions <deploying-blender-bundling>`,
|
||||
that are not part of the regular Blender installation.
|
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|
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Other ``BLENDER_SYSTEM`` environment variables can override other system paths,
|
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though are not commonly used in practice.
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.. _blender-directory-path-layout:
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Path Layout
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||||
===========
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This is the path layout which is used within the directories described above.
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||||
Where ``./config/startup.blend`` could be ``~/.blender/|BLENDER_VERSION|/config/startup.blend`` for example.
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||||
``./autosave/ ...``
|
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``./autosave``
|
||||
Autosave blend-file location. (Windows only, temp directory used for other systems.)
|
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|
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Search order: ``LOCAL, USER``.
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Located in user directories.
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||||
|
||||
``./config/ ...``
|
||||
Defaults & session info.
|
||||
``./config``
|
||||
User configuration and session info.
|
||||
|
||||
Search order: ``LOCAL, USER``.
|
||||
Located in user directories.
|
||||
|
||||
``./config/startup.blend``
|
||||
Default file to load on startup.
|
||||
``./config/startup.blend``
|
||||
Blend file to load on startup.
|
||||
|
||||
``./config/userpref.blend``
|
||||
Default preferences to load on startup.
|
||||
``./config/userpref.blend``
|
||||
User preferences.
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||||
|
||||
``./config/bookmarks.txt``
|
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``./config/bookmarks.txt``
|
||||
File Browser bookmarks.
|
||||
|
||||
``./config/recent-files.txt``
|
||||
``./config/recent-files.txt``
|
||||
Recent file menu list.
|
||||
|
||||
``./datafiles/ ...``
|
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Runtime files.
|
||||
``./config/{APP_TEMPLATE_ID}/startup.blend``
|
||||
Startup file for an application template.
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||||
|
||||
Search order: ``LOCAL, USER, SYSTEM``.
|
||||
``./config/{APP_TEMPLATE_ID}/userpref.blend``
|
||||
User preferences file for an application template.
|
||||
|
||||
``./datafiles/locale/{language}/``
|
||||
Static precompiled language files for UI translation.
|
||||
``./datafiles``
|
||||
Data files loaded at runtime.
|
||||
|
||||
``./scripts/ ...``
|
||||
Python scripts for the user interface and tools.
|
||||
Located in both user and system directories. User data files either override
|
||||
or add to system data files.
|
||||
|
||||
Search order: ``LOCAL, USER, SYSTEM``.
|
||||
``./datafiles/colormanagement``
|
||||
Default OpenColorIO configuration.
|
||||
|
||||
``./scripts/addons/*.py``
|
||||
``./datafiles/fonts``
|
||||
User interface fonts.
|
||||
|
||||
``./datafiles/studiolights``
|
||||
Studio light images for 3D viewport.
|
||||
|
||||
``./extensions``
|
||||
Extension repositories.
|
||||
|
||||
Located in both user and system directories. Repositories are loaded from
|
||||
both directories.
|
||||
|
||||
``./scripts``
|
||||
Add-ons, presets, templates, user interface, startup scripts.
|
||||
|
||||
Located in both user and system directories. Scripts are loaded from
|
||||
both directories.
|
||||
|
||||
``./scripts/addons/*.py``
|
||||
Python add-ons which may be enabled in the Preferences include import/export format support,
|
||||
render engine integration and many handy utilities.
|
||||
|
||||
``./scripts/addons/modules/*.py``
|
||||
``./scripts/addons/modules/*.py``
|
||||
Modules for add-ons to use
|
||||
(added to Python's ``sys.path``).
|
||||
|
||||
``./scripts/addons_core/*.py``
|
||||
``./scripts/addons_core/*.py``
|
||||
The add-ons directory which is used for bundled add-ons.
|
||||
|
||||
``./scripts/addons_core/modules/*.py``
|
||||
``./scripts/addons_core/modules/*.py``
|
||||
Modules for ``addons_core`` to use (added to Python's ``sys.path`` when it found).
|
||||
|
||||
``./scripts/modules/*.py``
|
||||
``./scripts/modules/*.py``
|
||||
Python modules containing our core API and utility functions for other scripts to import
|
||||
(added to Python's ``sys.path``).
|
||||
|
||||
``./scripts/startup/*.py``
|
||||
``./scripts/startup/*.py``
|
||||
Scripts which are automatically imported on startup.
|
||||
|
||||
``./scripts/presets/{preset}/*.py``
|
||||
``./scripts/startup/bl_app_templates_user/{APP_TEMPLATE_ID}``
|
||||
Application templates installed in user directories.
|
||||
|
||||
``./scripts/startup/bl_app_templates_system/{APP_TEMPLATE_ID}``
|
||||
pplication templates automatically loaded from system directories.
|
||||
|
||||
``./scripts/presets/{preset}/*.py``
|
||||
Presets used for storing user-defined settings for cloth, render formats, etc.
|
||||
|
||||
``./scripts/templates_py/*.py``
|
||||
``./scripts/templates_py/*.py``
|
||||
Example scripts which can be accessed from :menuselection:`Text Editor --> Templates --> Python`.
|
||||
|
||||
``./scripts/templates_osl/*.osl``
|
||||
``./scripts/templates_osl/*.osl``
|
||||
Example OSL shaders which can be accessed from
|
||||
:menuselection:`Text Editor --> Templates --> Open Shading Language`.
|
||||
|
||||
``./python/ ...``
|
||||
``./python``
|
||||
Bundled Python distribution.
|
||||
|
||||
Search order: ``LOCAL, SYSTEM``.
|
||||
Located in system directories.
|
||||
|
||||
|
||||
.. _local-cache-dir:
|
||||
@ -200,16 +239,3 @@ The temporary directory is selected based on the following priority:
|
||||
- User Preference (see :ref:`prefs-file-paths`).
|
||||
- Environment variables (``TEMP`` on Windows, ``TMP`` & ``TMP_DIR`` on other platforms).
|
||||
- The ``/tmp/`` directory.
|
||||
|
||||
|
||||
Overriding Default Directories
|
||||
==============================
|
||||
|
||||
It's possible to override the default **USER** and **SYSTEM** directories using environment variables.
|
||||
|
||||
While this shouldn't be needed for typical usage, some specialized use cases may take advantage of this, such as:
|
||||
|
||||
- Using a shared network drives for specific paths.
|
||||
- Isolating an instance from the default user files to prevent automated tasks from accessing user configuration.
|
||||
|
||||
See :ref:`command-line-args-environment-variables` for details.
|
||||
|
@ -396,6 +396,9 @@ Misc Options
|
||||
``--env-system-scripts``
|
||||
Set the ``BLENDER_SYSTEM_SCRIPTS`` environment variable.
|
||||
|
||||
``--env-system-extensions``
|
||||
Set the ``BLENDER_SYSTEM_EXTENSIONS`` environment variable.
|
||||
|
||||
``--env-system-python``
|
||||
Set the ``BLENDER_SYSTEM_PYTHON`` environment variable.
|
||||
|
||||
@ -484,18 +487,18 @@ Arguments are executed in the order they are given. eg:
|
||||
Environment Variables
|
||||
=====================
|
||||
|
||||
:BLENDER_USER_RESOURCES: Top level directory for user files.
|
||||
(other ``BLENDER_USER_*`` variables override when set).
|
||||
:BLENDER_USER_RESOURCES: Replace default directory of all user files.
|
||||
Other ``BLENDER_USER_*`` variables override when set.
|
||||
:BLENDER_USER_CONFIG: Directory for user configuration files.
|
||||
:BLENDER_USER_SCRIPTS: Directory for user scripts.
|
||||
:BLENDER_USER_EXTENSIONS: Directory for user extensions.
|
||||
:BLENDER_USER_DATAFILES: Directory for user data files (icons, translations, ..).
|
||||
|
||||
:BLENDER_SYSTEM_RESOURCES: Top level directory for system files.
|
||||
(other ``BLENDER_SYSTEM_*`` variables override when set).
|
||||
:BLENDER_SYSTEM_SCRIPTS: Directory for system wide scripts.
|
||||
:BLENDER_SYSTEM_DATAFILES: Directory for system wide data files.
|
||||
:BLENDER_SYSTEM_PYTHON: Directory for system Python libraries.
|
||||
:BLENDER_SYSTEM_RESOURCES: Replace default directory of all bundled resource files.
|
||||
:BLENDER_SYSTEM_SCRIPTS: Directory to add more bundled scripts.
|
||||
:BLENDER_SYSTEM_EXTENSIONS: Directory for system extensions repository.
|
||||
:BLENDER_SYSTEM_DATAFILES: Directory to replace bundled datafiles.
|
||||
:BLENDER_SYSTEM_PYTHON: Directory to replace bundled Python libraries.
|
||||
:OCIO: Path to override the OpenColorIO configuration file.
|
||||
:TEMP: Store temporary files here (MS-Windows).
|
||||
:TMPDIR: Store temporary files here (UNIX Systems).
|
||||
|
@ -1,13 +1,68 @@
|
||||
|
||||
################
|
||||
Command Line
|
||||
################
|
||||
#######################################
|
||||
Using Blender From The Command Line
|
||||
#######################################
|
||||
|
||||
The *Console Window*, also called a *Terminal*, is an operating system text window that displays
|
||||
messages about Blender's operations, status, and internal errors.
|
||||
|
||||
When Blender is manually started from a terminal,
|
||||
Blender output is shown in the *Console Window* it is started from.
|
||||
|
||||
Use Cases:
|
||||
|
||||
- For :ref:`rendering animation <command_line-render>`.
|
||||
- For automation and batch processing which require launching Blender
|
||||
with different :doc:`arguments </advanced/command_line/arguments>`.
|
||||
- For Python development, to see the output of the ``print()`` function.
|
||||
- If Blender exits unexpectedly, the messages may indicate the cause or error.
|
||||
- When troubleshooting, to see the output of ``--debug`` messages.
|
||||
|
||||
See: :ref:`command_line-launch-index`
|
||||
for specific instructions on launching Blender from the command line.
|
||||
|
||||
.. tip:: Closing the Blender Console Window
|
||||
|
||||
Closing the *Console Window* will also close Blender, losing any unsaved work.
|
||||
|
||||
|
||||
Launching from the Command Line
|
||||
===============================
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 2
|
||||
:titlesonly:
|
||||
:hidden:
|
||||
|
||||
introduction.rst
|
||||
launch/index.rst
|
||||
arguments.rst
|
||||
|
||||
- :doc:`launch/linux`
|
||||
- :doc:`launch/macos`
|
||||
- :doc:`launch/windows`
|
||||
|
||||
|
||||
Arguments
|
||||
=========
|
||||
|
||||
.. toctree::
|
||||
:hidden:
|
||||
|
||||
Arguments <arguments.rst>
|
||||
|
||||
- :ref:`command-line-args-render-options`
|
||||
- :ref:`command-line-args-cycles-render-options`
|
||||
- :ref:`command-line-args-format-options`
|
||||
- :ref:`command-line-args-animation-playback-options`
|
||||
- :ref:`command-line-args-window-options`
|
||||
- :ref:`command-line-args-python-options`
|
||||
- :ref:`command-line-args-network-options`
|
||||
- :ref:`command-line-args-logging-options`
|
||||
- :ref:`command-line-args-debug-options`
|
||||
- :ref:`command-line-args-gpu-options`
|
||||
- :ref:`command-line-args-misc-options`
|
||||
|
||||
|
||||
Workflows
|
||||
=========
|
||||
|
||||
.. toctree::
|
||||
|
||||
render.rst
|
||||
|
@ -1,26 +0,0 @@
|
||||
|
||||
************
|
||||
Introduction
|
||||
************
|
||||
|
||||
The *Console Window*, also called a *Terminal*, is an operating system text window that displays
|
||||
messages about Blender's operations, status, and internal errors.
|
||||
|
||||
When Blender is manually started from a terminal,
|
||||
Blender output is shown in the *Console Window* it is started from.
|
||||
|
||||
Use Cases:
|
||||
|
||||
- For :ref:`rendering animation <command_line-render>`.
|
||||
- For automation and batch processing which require launching Blender
|
||||
with different :doc:`arguments </advanced/command_line/arguments>`.
|
||||
- For Python development, to see the output of the ``print()`` function.
|
||||
- If Blender exits unexpectedly, the messages may indicate the cause or error.
|
||||
- When troubleshooting, to see the output of ``--debug`` messages.
|
||||
|
||||
See: :ref:`command_line-launch-index`
|
||||
for specific instructions on launching Blender from the command line.
|
||||
|
||||
.. tip:: Closing the Blender Console Window
|
||||
|
||||
Closing the *Console Window* will also close Blender, losing any unsaved work.
|
@ -5,7 +5,7 @@
|
||||
###################################
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:maxdepth: 2
|
||||
|
||||
linux.rst
|
||||
macos.rst
|
||||
|
@ -1,8 +1,8 @@
|
||||
.. _command_line-render:
|
||||
|
||||
**********************
|
||||
Command Line Rendering
|
||||
**********************
|
||||
*******************************
|
||||
Rendering From The Command Line
|
||||
*******************************
|
||||
|
||||
In some situations we want to increase the render speed,
|
||||
access Blender remotely to render something or build scripts that use the command line.
|
||||
|
160
manual/advanced/deploying_blender.rst
Normal file
160
manual/advanced/deploying_blender.rst
Normal file
@ -0,0 +1,160 @@
|
||||
.. _deploying-blender:
|
||||
|
||||
*******************************
|
||||
Deploying Blender in Production
|
||||
*******************************
|
||||
|
||||
It is possible to deploy Blender in environments that are more
|
||||
restricted, use automation or have other special requirements.
|
||||
For example in an animation studio or for school courses.
|
||||
|
||||
This page contains tips setting up Blender in such environments.
|
||||
|
||||
|
||||
Installing Blender
|
||||
==================
|
||||
|
||||
Blender downloads can be extracted to any directory on the system, as
|
||||
a self contained installation. Multiple Blender versions can easily
|
||||
co-exist on the same system, and deployment can be automated using
|
||||
standard file management tools.
|
||||
|
||||
New Blender versions may add, remove or changes functionality that
|
||||
change the results of production files. For a given project, it is
|
||||
advisable to use a single :abbr:`LTS (Long-Term-Support)` version
|
||||
of Blender. LTS versions receive bug fixes for two years.
|
||||
|
||||
|
||||
Working Offline
|
||||
===============
|
||||
|
||||
For security or other reasons, workstation may not have internet access.
|
||||
|
||||
By default Blender does not access the internet, however this can be
|
||||
enabled in the System preferences with the
|
||||
:ref:`Online Access <bpy.types.PreferencesSystem.use_online_access>` option.
|
||||
|
||||
Working offline can be enforced by running with the ``--offline-mode``
|
||||
:ref:`command line argument <command-line-args-network-options>`. Users
|
||||
will then be unable to enable online access in the preferences.
|
||||
|
||||
|
||||
.. _deploying-blender-bundling:
|
||||
|
||||
Bundling Extensions
|
||||
===================
|
||||
|
||||
When working offline or in a more controlled environment, it may be useful
|
||||
to provide a set of extensions to all users. These can be served from the
|
||||
default read-only System repository. This can be located for example on a
|
||||
network drive or in a system directory.
|
||||
|
||||
.. figure:: /images/advanced_deploying-blender_system-extensions.png
|
||||
|
||||
System repository
|
||||
|
||||
The ``$BLENDER_SYSTEM_EXTENSIONS``
|
||||
:ref:`environment variable <command-line-args-environment-variables>`
|
||||
controls the default location. This should point to a directory, within
|
||||
which a ``system`` directory should exist.
|
||||
|
||||
Extensions packages should be extracted in this ``system`` directory,
|
||||
with a resulting path like this:
|
||||
|
||||
.. code-block:: bash
|
||||
|
||||
$BLENDER_SYSTEM_EXTENSIONS/system/my-addon/blender_manifest.toml
|
||||
|
||||
In the Extensions preferences, it's possible to manually set a custom
|
||||
directory of the default System repository and to create multiple
|
||||
repositories.
|
||||
|
||||
|
||||
Bundling Scripts
|
||||
================
|
||||
|
||||
Besides extensions, it's possible to bundle scripts for presets,
|
||||
application templates, legacy add-ons, as well as scripts run on startup.
|
||||
|
||||
Script directories can be manually added in the File Paths preferences.
|
||||
The ``$BLENDER_SYSTEM_SCRIPTS`` can also be used to add a script directory
|
||||
without modifying the preferences.
|
||||
|
||||
These script directories are expected to contain specific directories
|
||||
like ``presets``, ``addons`` and ``startup`` for different types of
|
||||
scripts. See :ref:`blender-directory-path-layout` for a complete list.
|
||||
|
||||
|
||||
Startup Scripts
|
||||
---------------
|
||||
|
||||
The Blender Python API can be used to customize Blender. This includes
|
||||
changing preferences, changing the startup file and adding UI elements.
|
||||
|
||||
For example, a script can enable add-ons for every user.
|
||||
|
||||
.. code-block:: bash
|
||||
|
||||
$BLENDER_SYSTEM_SCRIPTS/startup/enable_addons.py
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
def register():
|
||||
import addon_utils
|
||||
addon_utils.enable("my-addon")
|
||||
|
||||
def unregister():
|
||||
pass
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
||||
|
||||
|
||||
Application Templates
|
||||
---------------------
|
||||
|
||||
:ref:`app_templates` can be used to set up Blender for particular
|
||||
tasks or projects, separate from the default configuration. When
|
||||
creating a new file the user can choose the template.
|
||||
|
||||
The files are expected to be placed in the system script directories like this:
|
||||
|
||||
.. code-block:: bash
|
||||
|
||||
$BLENDER_SYSTEM_SCRIPTS/startup/bl_app_templates_system/MyTemplate/__init__.py
|
||||
$BLENDER_SYSTEM_SCRIPTS/startup/bl_app_templates_system/MyTemplate/startup.blend
|
||||
|
||||
|
||||
Legacy Add-ons
|
||||
--------------
|
||||
|
||||
Add-ons that have not been converted to become an extension yet need
|
||||
to be placed in the ``addons`` script directory.
|
||||
|
||||
For example, an add-on could be located at:
|
||||
|
||||
.. code-block:: bash
|
||||
|
||||
$BLENDER_SYSTEM_SCRIPTS/addons/simple_addon.py
|
||||
$BLENDER_SYSTEM_SCRIPTS/addons/complex_addon/__init__.py
|
||||
|
||||
|
||||
VFX Platform
|
||||
============
|
||||
|
||||
Blender follows the `VFX reference platform <https://vfxplatform.com>`_,
|
||||
which means it is able to run on the same systems as other VFX software
|
||||
and exchange image, volume and scene files with them.
|
||||
|
||||
|
||||
Python Version
|
||||
--------------
|
||||
|
||||
Blender and the `by module <https://pypi.org/project/bpy/>`_ are only compatible
|
||||
with a single Python version. This makes it possible for add-ons and VFX software
|
||||
in general to only have to target a single Python version.
|
||||
|
||||
Blender bundles a complete Python installation and does not interact with the
|
||||
system Python by default. This can be changed with the ``--python-use-system-env``
|
||||
:ref:`command line argument <command-line-args-python-options>`, if care is
|
||||
taken to set up a compatible Python version.
|
@ -16,7 +16,7 @@ Most of the time you can get add-ons as part of the :doc:`Extensions <index>` sy
|
||||
.. tip::
|
||||
|
||||
If the Add-on does not activate when enabled,
|
||||
check the :doc:`Console window </advanced/command_line/introduction>`
|
||||
check the :doc:`Console window </advanced/command_line/index>`
|
||||
for any errors that may have occurred.
|
||||
|
||||
User-Defined Add-on Path
|
||||
@ -44,10 +44,12 @@ This option is controlled by Preferences, which can be overriding via command-li
|
||||
(``--offline-mode`` / ``--online-mode``).
|
||||
|
||||
For better error messages, you can check also for ``bpy.app.online_access_overriden``,
|
||||
to determine whether users can turn ``Allow Online Access`` on the preferences, or not.
|
||||
to determine whether users can turn :ref:`Allow Online Access <bpy.types.PreferencesSystem.use_online_access>`
|
||||
on the preferences, or not.
|
||||
|
||||
Blender itself doesn't block internet access based on this setting. It is up to the add-ons to respect it.
|
||||
|
||||
|
||||
Bundle Dependencies
|
||||
===================
|
||||
|
||||
@ -72,6 +74,8 @@ Bundle with `Vendorize <https://pypi.org/project/vendorize>`__
|
||||
|
||||
This has the advantage of avoiding version conflicts although it requires some work to setup each package.
|
||||
|
||||
|
||||
.. This section is reference for legacy add-on installation.
|
||||
.. _bpy.ops.preferences.addon_install:
|
||||
|
||||
Legacy vs Extension Add-ons
|
||||
@ -87,6 +91,7 @@ Preferences.
|
||||
All add-on maintainers are urged to convert the add-ons they want to share, so they are future proof and can support
|
||||
features like updating from the extensions platform.
|
||||
|
||||
|
||||
Converting a Legacy Add-on into an Extension
|
||||
--------------------------------------------
|
||||
|
||||
@ -102,6 +107,7 @@ Converting a Legacy Add-on into an Extension
|
||||
For testing it is import to :doc:`install the extension from disk </editors/preferences/extensions>` and check if
|
||||
everything is working well. This will get you as close to the final experience as possible.
|
||||
|
||||
|
||||
Extensions and Namespace
|
||||
------------------------
|
||||
|
||||
@ -113,6 +119,7 @@ For example, now instead of ``kitsu`` the module name would be ``bl_ext.{reposit
|
||||
|
||||
This has a few implications for preferences and module imports.
|
||||
|
||||
|
||||
User Preferences and ``__package__``
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
|
@ -238,6 +238,7 @@ usage::
|
||||
blender --command extension build [-h] [--source-dir SOURCE_DIR]
|
||||
[--output-dir OUTPUT_DIR]
|
||||
[--output-filepath OUTPUT_FILEPATH]
|
||||
[--split-platforms] [--verbose]
|
||||
|
||||
Build a package in the current directory.
|
||||
|
||||
@ -255,6 +256,12 @@ options:
|
||||
The package output filepath (should include a ``.zip`` extension).
|
||||
|
||||
Defaults to a name created using the ``id`` from the manifest.
|
||||
--split-platforms Build a separate package for each platform.
|
||||
Adding the platform as a file name suffix (before the extension).
|
||||
|
||||
This can be useful to reduce the upload size of packages that bundle large
|
||||
platform-specific modules (``*.whl`` files).
|
||||
--verbose Include verbose output.
|
||||
|
||||
.. _command-line-args-extension-validate:
|
||||
|
||||
|
@ -81,7 +81,8 @@ This example is a good starting point to the ``blender_manifest.toml`` that shou
|
||||
tags = ["Animation", "Sequencer"]
|
||||
|
||||
blender_version_min = "4.2.0"
|
||||
# Optional: maximum supported Blender version
|
||||
# # Optional: Blender version that the extension does not support, earlier versions are supported.
|
||||
# # This can be omitted and defined later on the extensions platform if an issue is found.
|
||||
# blender_version_max = "5.1.0"
|
||||
|
||||
# License conforming to https://spdx.org/licenses/ (use "SPDX: prefix)
|
||||
@ -106,31 +107,32 @@ This example is a good starting point to the ``blender_manifest.toml`` that shou
|
||||
# "./wheels/jsmin-3.0.1-py3-none-any.whl",
|
||||
# ]
|
||||
|
||||
## Optional: add-ons can list which resources they will require:
|
||||
## * files (for access of any filesystem operations)
|
||||
## * network (for internet access)
|
||||
## * clipboard (to read and/or write the system clipboard)
|
||||
## * camera (to capture photos and videos)
|
||||
## * microphone (to capture audio)
|
||||
##
|
||||
## If using network, remember to also check `bpy.app.online_access`
|
||||
## https://docs.blender.org/manual/en/dev/advanced/extensions/addons.html#internet-access
|
||||
##
|
||||
## For each permission it is important to also specify the reason why it is required.
|
||||
## Keep this a single short sentence without a period (.) at the end.
|
||||
## For longer explanations use the documentation or detail page.
|
||||
# # Optional: add-ons can list which resources they will require:
|
||||
# # * files (for access of any filesystem operations)
|
||||
# # * network (for internet access)
|
||||
# # * clipboard (to read and/or write the system clipboard)
|
||||
# # * camera (to capture photos and videos)
|
||||
# # * microphone (to capture audio)
|
||||
# #
|
||||
# # If using network, remember to also check `bpy.app.online_access`
|
||||
# # https://docs.blender.org/manual/en/dev/advanced/extensions/addons.html#internet-access
|
||||
# #
|
||||
# # For each permission it is important to also specify the reason why it is required.
|
||||
# # Keep this a single short sentence without a period (.) at the end.
|
||||
# # For longer explanations use the documentation or detail page.
|
||||
#
|
||||
# [permissions]
|
||||
# network = "Need to sync motion-capture data to server"
|
||||
# files = "Import/export FBX from/to disk"
|
||||
# clipboard = "Copy and paste bone transforms"
|
||||
|
||||
# Optional: build setting.
|
||||
# Optional: build settings.
|
||||
# https://docs.blender.org/manual/en/dev/advanced/extensions/command_line_arguments.html#command-line-args-extension-build
|
||||
# [build]
|
||||
# paths_exclude_pattern = [
|
||||
# "/.git/",
|
||||
# "__pycache__/",
|
||||
# "/.git/",
|
||||
# "/*.zip",
|
||||
# ]
|
||||
|
||||
Required values:
|
||||
@ -147,7 +149,7 @@ Required values:
|
||||
|
||||
Optional values:
|
||||
|
||||
:blender_version_max: Maximum version of Blender that can run this.
|
||||
:blender_version_max: Blender version that the extension does not support, earlier versions are supported.
|
||||
:website: Website for the extension.
|
||||
:copyright: Some licenses require a copyright, copyrights must be "Year Name" or "Year-Year Name".
|
||||
:tags: List of tags. See the :doc:`list of available tags <./tags>`.
|
||||
@ -159,7 +161,7 @@ Optional values:
|
||||
:permissions:
|
||||
Add-ons can list which resources they require. The available options are
|
||||
*files*, *network*, *clipboard*, *camera*, *microphone*.
|
||||
Each permission should be followed by an explanation (short single-sentence with no end pontuation (.)).
|
||||
Each permission should be followed by an explanation (short single-sentence with no end punctuation (``.``)).
|
||||
|
||||
Optional values for "build":
|
||||
|
||||
@ -183,8 +185,14 @@ Optional values for "build":
|
||||
paths_exclude_pattern = [
|
||||
"__pycache__/",
|
||||
".*",
|
||||
"*.zip",
|
||||
]
|
||||
|
||||
Reserved:
|
||||
These values **must not** be declared in a TOML and are reserved for internal use.
|
||||
|
||||
- ``[build.generated]``
|
||||
|
||||
|
||||
.. note::
|
||||
|
||||
|
@ -17,4 +17,5 @@ This chapter covers advanced use (topics which may not be required for typical u
|
||||
limits.rst
|
||||
operators.rst
|
||||
blender_directory_layout.rst
|
||||
deploying_blender.rst
|
||||
appendices/index.rst
|
||||
|
@ -3,10 +3,19 @@
|
||||
Properties
|
||||
##############
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: Object Mode, Edit Mode and Pose Mode
|
||||
:Panel: :menuselection:`Properties --> Bone`
|
||||
|
||||
When bones are selected (hence in *Edit Mode* and *Pose Mode*), their
|
||||
properties are shown in the *Bone* tab of the Properties.
|
||||
This shows different panels used to control features of each selected bone;
|
||||
the panels change depending on which mode you are working in.
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 2
|
||||
|
||||
introduction.rst
|
||||
transform.rst
|
||||
bendy_bones.rst
|
||||
relations.rst
|
||||
|
@ -1,14 +0,0 @@
|
||||
|
||||
************
|
||||
Introduction
|
||||
************
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: Object Mode, Edit Mode and Pose Mode
|
||||
:Panel: :menuselection:`Properties --> Bone`
|
||||
|
||||
When bones are selected (hence in *Edit Mode* and *Pose Mode*), their
|
||||
properties are shown in the *Bone* tab of the Properties.
|
||||
This shows different panels used to control features of each selected bone;
|
||||
the panels change depending on which mode you are working in.
|
@ -18,7 +18,6 @@ Interface
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
|
||||
interface/adding_removing.rst
|
||||
interface/header.rst
|
||||
interface/common.rst
|
||||
interface/stack.rst
|
||||
|
@ -1,97 +0,0 @@
|
||||
|
||||
****************************
|
||||
Adding/Removing a Constraint
|
||||
****************************
|
||||
|
||||
What is described on this page about Object Constraints can be also be applied on Bone Constraints.
|
||||
|
||||
|
||||
Tab
|
||||
===
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: Object Mode
|
||||
:Menu: :menuselection:`Properties --> Constraint tab`
|
||||
|
||||
To add a constraint click on the *Add Object Constraint* menu in the Constraints tab.
|
||||
|
||||
.. figure:: /images/animation_constraints_interface_adding-removing_add-menu.png
|
||||
|
||||
To remove a constraint click on the "X" button
|
||||
in the :doc:`header </animation/constraints/interface/header>`.
|
||||
|
||||
|
||||
Menu
|
||||
====
|
||||
|
||||
.. _bpy.ops.object.constraint_add_with_targets:
|
||||
|
||||
Add Constraint (with Targets)
|
||||
-----------------------------
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: Object Mode and Pose Mode
|
||||
:Menu: :menuselection:`Object --> Constraint --> Add Constraint (with Targets)`
|
||||
|
||||
Adds a constraint to the active object.
|
||||
The type of constraint must be chosen from a pop-up menu,
|
||||
though it can be changed later from the *Add Constraint (with Targets)*
|
||||
:ref:`bpy.ops.screen.redo_last` panel.
|
||||
If there is an other object selected besides the active one,
|
||||
that object will be the constraint target (if the chosen constraint accepts targets).
|
||||
|
||||
When using a bone from another armature as the target for a constraint, the tool
|
||||
will look inside the non-active armature and use its active bone,
|
||||
provided that armature is in Pose Mode.
|
||||
|
||||
|
||||
.. _bpy.ops.object.constraints_copy:
|
||||
|
||||
Copy Constraints to Selected Objects
|
||||
------------------------------------
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: Object Mode and Pose Mode
|
||||
:Menu: :menuselection:`Object --> Constraint --> Copy Constraints to Selected Objects`
|
||||
|
||||
Copies the active object Constraints to the rest of the selected objects.
|
||||
|
||||
|
||||
.. _bpy.ops.object.constraints_clear:
|
||||
|
||||
Clear Object Constraints
|
||||
------------------------
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: Object Mode and Pose Mode
|
||||
:Panel: :menuselection:`Object --> Constraint --> Clear Object Constraints`
|
||||
|
||||
Removes all Constraints of the selected object(s).
|
||||
|
||||
|
||||
.. _bpy.ops.object.track_set:
|
||||
.. _bpy.ops.object.track_clear:
|
||||
|
||||
Track
|
||||
=====
|
||||
|
||||
.. reference::
|
||||
|
||||
:Mode: Object Mode
|
||||
:Panel: :menuselection:`Object --> Track`
|
||||
|
||||
These tools add a tracking constraint to the selected objects;
|
||||
the target object of the constraint will be the active object, which won't have a constraint added.
|
||||
|
||||
- :doc:`Damped Track Constraint </animation/constraints/tracking/damped_track>`
|
||||
- :doc:`Track To Constraint </animation/constraints/tracking/track_to>`
|
||||
- :doc:`Lock Track Constraint </animation/constraints/tracking/locked_track>`
|
||||
|
||||
Clear Track
|
||||
Removes all Damped Track, Track To and Lock Track Constraints from the selected objects.
|
||||
Clear and Keep Transformation (Clear Track)
|
||||
Removes all Track Constraint from the selected objects, while keeping the final transform caused by them.
|
@ -50,6 +50,23 @@ in the :doc:`Armature chapter </animation/armatures/posing/bone_constraints/inde
|
||||
Constraints work in combination with each other to form a Constraint Stack.
|
||||
|
||||
|
||||
Adding & Removing Constraints
|
||||
=============================
|
||||
|
||||
To add a constraint click on the *Add Object Constraint* menu in the Constraints tab.
|
||||
Alternatively, you can use the :ref:`bpy.ops.object.constraint_add_with_targets` operator.
|
||||
|
||||
To copy constraints from one object to another use :ref:`bpy.ops.object.constraints_copy`.
|
||||
|
||||
Any single constraint can be removed by clicking on the "X" button
|
||||
in the constraint's :doc:`header </animation/constraints/interface/header>`.
|
||||
To remove all constants from an object use :ref:`bpy.ops.object.constraints_clear`.
|
||||
|
||||
.. tip::
|
||||
|
||||
Tracking constraints can be added/removed using the :doc:`Track menu </scene_layout/object/editing/track>`.
|
||||
|
||||
|
||||
Tips
|
||||
====
|
||||
|
||||
|
@ -50,6 +50,7 @@ Active Shape Key Index
|
||||
and tools that move vertices abort with an error if the active shape key is locked.
|
||||
|
||||
.. note::
|
||||
|
||||
Operators that always modify all shape keys in exactly the same way, like
|
||||
:ref:`Apply Object Transforms <bpy.ops.object.transform_apply>`, don't check shape key locks.
|
||||
Neither currently do most edit mode operators that modify topology, because the topology is
|
||||
|
@ -59,6 +59,14 @@ Performance
|
||||
|
||||
This panel helps you tweak the performance of the Compositor.
|
||||
|
||||
.. _bpy.types.RenderSettings.compositor_device:
|
||||
|
||||
Device
|
||||
The device used for compositing.
|
||||
|
||||
:CPU: Use the CPU for compositing.
|
||||
:GPU: Use the GPU for compositing.
|
||||
|
||||
.. _bpy.types.RenderSettings.compositor_precision:
|
||||
|
||||
Precision
|
||||
|
@ -17,6 +17,7 @@ RGB to BW Node
|
||||
The *RGB to BW Node* makes a color image black-and-white by outputting its luminance.
|
||||
|
||||
.. note::
|
||||
|
||||
You can directly connect Color sockets to Value sockets in node graphs,
|
||||
which also converts the image to black-and-white. As such, this node is
|
||||
not always necessary.
|
||||
|
@ -24,6 +24,13 @@ Properties
|
||||
==========
|
||||
|
||||
Glare Type
|
||||
:Bloom:
|
||||
Simulates the glow around bright objects caused by light scattering in eyes and cameras.
|
||||
|
||||
Size
|
||||
Scale of the glow relative to the size of the image. 9 means the glow can cover the
|
||||
entire image, 8 means it can only cover half the image, 7 means it can only cover quarter
|
||||
of the image, and so on.
|
||||
:Ghosts:
|
||||
Creates a haze over the image.
|
||||
:Streaks:
|
||||
@ -36,15 +43,14 @@ Glare Type
|
||||
Fade
|
||||
Fade out factor for the streaks.
|
||||
:Fog Glow:
|
||||
Looks similar to *Ghost*. However, it is much smaller in size
|
||||
and gives more of an atmospheric haze or "glow" around the image.
|
||||
|
||||
.. note::
|
||||
|
||||
Viewport compositing results will vary from CPU compositing due to different algorithms.
|
||||
Simulates the glow around bright objects caused by light scattering in eyes and cameras.
|
||||
This is similar to the *Bloom* mode, but is more physically accurate, at the cost of much
|
||||
slower computation time.
|
||||
|
||||
Size
|
||||
Scale of the glow relative to the size of the original bright pixels.
|
||||
Scale of the glow relative to the size of the image. 9 means the glow will cover the
|
||||
entire image, 8 means it will cover half the image, 7 means it will cover quarter of the
|
||||
image, and so on.
|
||||
:Simple Star:
|
||||
Works similar to *Streaks* but gives a simpler shape looking like a star.
|
||||
|
||||
|
@ -32,10 +32,12 @@ Wrapping
|
||||
Repeat pixels on the other side when they extend over the image dimensions, making endless translating possible.
|
||||
|
||||
None, X Axis, Y Axis, Both Axis
|
||||
Filter
|
||||
Interpolation Methods.
|
||||
|
||||
.. note::
|
||||
|
||||
Individual axis wrapping is only supported in the CPU compositor.
|
||||
:Nearest: No interpolation, uses nearest neighboring pixel.
|
||||
:Bilinear: Simple interpolation between adjacent pixels.
|
||||
:Bicubic: Highest quality interpolation.
|
||||
|
||||
|
||||
Outputs
|
||||
|
@ -171,7 +171,7 @@ html_logo = "../build_files/theme/blender-logo.svg"
|
||||
# If given, this must be the name of an image file
|
||||
# (path relative to the configuration directory) that is the favicon of
|
||||
# the docs, or URL that points an image file for the favicon.
|
||||
html_favicon = "../build_files/theme/favicon.ico"
|
||||
html_favicon = "../build_files/theme/favicon.png"
|
||||
|
||||
if html_theme == "furo":
|
||||
html_css_files = ["css/theme_overrides.css",
|
||||
|
@ -105,6 +105,7 @@ Both Render Regions can exist at the same time.
|
||||
- .. figure:: /images/editors_3dview_navigate_regions_render-border-2.png
|
||||
|
||||
.. note::
|
||||
|
||||
Render regions only apply to the viewport when using Cycles, not when using EEVEE.
|
||||
However, they always affect the final render.
|
||||
|
||||
|
@ -103,20 +103,6 @@ This tab allows you to edit the current node group's inputs and outputs.
|
||||
:doc:`/modeling/geometry_nodes/attributes_reference` for its outputs.
|
||||
|
||||
|
||||
Properties
|
||||
""""""""""
|
||||
|
||||
.. _bpy.types.GeometryNodeTree.is_modifier:
|
||||
|
||||
Modifier
|
||||
The node group is used as a :doc:`/modeling/modifiers/generate/geometry_nodes`.
|
||||
|
||||
.. _bpy.types.GeometryNodeTree.is_tool:
|
||||
|
||||
Tool
|
||||
The node group is used as a :doc:`/modeling/geometry_nodes/tools`.
|
||||
|
||||
|
||||
.. _editors-geometry_nodes-tool_context:
|
||||
|
||||
Tool Context
|
||||
|
@ -164,6 +164,7 @@ Lets you manually specify, and animate, the frame at which the underlying action
|
||||
is sampled.
|
||||
|
||||
.. note::
|
||||
|
||||
Although the setting is called *Strip Time*, its value is a frame number
|
||||
inside the action, not inside the strip. If you have an action going
|
||||
from frame 1 to frame 50 that's referenced by a strip going from frame
|
||||
|
@ -57,6 +57,7 @@ Display Filter
|
||||
|
||||
You can search the view for data-blocks,
|
||||
by using Search field in the header of the *Outliner*,
|
||||
You can start a search using :kbd:`Ctrl-F` or clear a search with :kbd:`Alt-F`.
|
||||
|
||||
|
||||
.. _editors-outliner-interface-filter:
|
||||
|
@ -76,7 +76,7 @@ Some extension types do not support this, and will always be shown as enabled.
|
||||
.. tip::
|
||||
|
||||
If the Add-on does not activate when enabled,
|
||||
check the :doc:`Console window </advanced/command_line/introduction>`
|
||||
check the :doc:`Console window </advanced/command_line/index>`
|
||||
for any errors that may have occurred.
|
||||
|
||||
|
||||
|
@ -16,7 +16,6 @@
|
||||
:maxdepth: 1
|
||||
|
||||
interface.rst
|
||||
themes.rst
|
||||
viewport.rst
|
||||
lights.rst
|
||||
editing.rst
|
||||
@ -26,6 +25,7 @@
|
||||
:maxdepth: 1
|
||||
|
||||
extensions.rst
|
||||
themes.rst
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
|
@ -23,6 +23,14 @@ Preset Management
|
||||
Keymap Presets
|
||||
Select the keymap from a list of predefined keymaps.
|
||||
|
||||
.. _bpy.ops.wm.keyconfig_preset_add:
|
||||
|
||||
You add a custom keymap configuration to the preset list by :kbd:`LMB` on the *Add* button ``+``.
|
||||
|
||||
.. _bpy.ops.wm.keyconfig_preset_remove:
|
||||
|
||||
You remove a custom keymap configuration from the preset list by :kbd:`LMB` on the *Remove* button ``-``.
|
||||
|
||||
.. _bpy.ops.preferences.keyconfig_import:
|
||||
|
||||
Import
|
||||
|
@ -71,6 +71,9 @@ Operating System Settings
|
||||
|
||||
Make this installation your default Blender (MS-Windows & Linux only).
|
||||
|
||||
On Linux, if Blender is installed from a package manager such as Snap,
|
||||
file association is handled by the package manager.
|
||||
|
||||
Register
|
||||
Make the currently in use Blender installation the default
|
||||
for generating thumbnails and the default for opening blend-files.
|
||||
@ -81,9 +84,8 @@ For All Users
|
||||
Register Blender for all users, requires escalated privileges.
|
||||
|
||||
|
||||
.. note::
|
||||
|
||||
Linux Registration
|
||||
.. admonition:: Linux Registration
|
||||
:class: note
|
||||
|
||||
Files are setup files under: ``/usr/local`` for all users, otherwise ``~/.local`` is used.
|
||||
|
||||
@ -92,6 +94,25 @@ For All Users
|
||||
- The thumbnailer is installed so blend-file thumbnails will be shown in file managers (**For All Users** only).
|
||||
|
||||
|
||||
Network
|
||||
=======
|
||||
|
||||
.. _bpy.types.PreferencesSystem.use_online_access:
|
||||
|
||||
Allow Online Access
|
||||
Allow internet access. Blender may access configured online extension repositories.
|
||||
Installed third party add-ons may access the internet for their own functionality.
|
||||
|
||||
Time Out
|
||||
The time (in seconds) that online operations may wait before timing out.
|
||||
|
||||
Use the systems default when zero.
|
||||
|
||||
Connection Limit
|
||||
The maximum number of simultaneous connections an online operation may make.
|
||||
|
||||
Do not limit the number of connections when zero.
|
||||
|
||||
.. _prefs-system-memory-and-limits:
|
||||
|
||||
Memory & Limits
|
||||
|
@ -153,7 +153,12 @@ Playback
|
||||
Play In
|
||||
Which editors to update on each animation frame. If an editor is unchecked,
|
||||
it'll only be updated once playback stops (with some exceptions where it'll
|
||||
update on each frame anyway).
|
||||
update on each frame anyway). When starting playback in either the
|
||||
:doc:`Graph Editor </editors/graph_editor/introduction>`,
|
||||
:doc:`Dope Sheet </editors/dope_sheet/introduction>` or the
|
||||
:doc:`NLA Editor</editors/nla/introduction>`,
|
||||
all editors will play back regardless of the settings.
|
||||
This is a feature requested by animators to easily play back all views.
|
||||
|
||||
.. _bpy.types.Scene.show_subframe:
|
||||
|
||||
|
@ -24,6 +24,7 @@ Cursor
|
||||
(works with all tools) or adjust the 2D Cursor Location in :menuselection:`Sidebar --> View`.
|
||||
|
||||
.. note::
|
||||
|
||||
By default, the 2D Cursor is only shown while dragging it. To make it permanently
|
||||
visible, enable the *2D Cursor* :doc:`overlay </editors/video_sequencer/preview/display/overlays>`.
|
||||
|
||||
|
@ -207,7 +207,7 @@ Pack
|
||||
- |none|
|
||||
- Particle settings.
|
||||
Used by particle systems.
|
||||
* - :doc:`Light Probe </render/eevee/light_probes/introduction>`
|
||||
* - :doc:`Light Probe </render/eevee/light_probes/index>`
|
||||
- |tick|
|
||||
- |none|
|
||||
- Help achieve complex real-time lighting in EEVEE.
|
||||
|
@ -17,6 +17,10 @@ to export/import Collada files from/to a variety of tools.
|
||||
But please be aware that the Collada module is still a work in progress.
|
||||
So it may be possible that your particular usage scenario is not yet supported.
|
||||
|
||||
.. important::
|
||||
|
||||
Collada support in Blender is considered deprecated and may be removed in a future version.
|
||||
|
||||
|
||||
Collada Exporter
|
||||
================
|
||||
@ -74,15 +78,22 @@ Include Shape Keys
|
||||
Global Orientation
|
||||
^^^^^^^^^^^^^^^^^^
|
||||
|
||||
Todo.
|
||||
Apply
|
||||
Rotate all root objects to match the global orientation settings otherwise set the global orientation per Collada
|
||||
asset.
|
||||
|
||||
Forward / Up Axis
|
||||
Since many applications use a different axis for pointing upwards, these are axis conversion for these settings,
|
||||
Forward and up axes -- By mapping these to different axes you can convert rotations
|
||||
between applications default up and forward axes.
|
||||
|
||||
Blender uses Y forward, Z up (since the front view looks along the +Y direction).
|
||||
For example, it is common for applications to use Y as the up axis, in that case -Z forward, Y up is needed.
|
||||
|
||||
|
||||
Texture Options
|
||||
^^^^^^^^^^^^^^^
|
||||
|
||||
Only Selected UV Map
|
||||
When your mesh contains multiple UV layers, then Blender exports all layers by default.
|
||||
This option allows you to only export the active (selected) UV layer.
|
||||
Copy
|
||||
When you export images either material based image textures,
|
||||
then the exporter creates absolute file references in the export file.
|
||||
@ -90,6 +101,9 @@ Copy
|
||||
But if the *Copy* option is enabled, the exporter will create copies of the images instead and
|
||||
place the copies besides the export file. In that case the file references are made relative.
|
||||
|
||||
Only Selected UV Map
|
||||
When your mesh contains multiple UV layers, then Blender exports all layers by default.
|
||||
This option allows you to only export the active (selected) UV layer.
|
||||
|
||||
Geometry
|
||||
--------
|
||||
|
@ -20,14 +20,14 @@ these can be enabled in the Preferences through the use of :doc:`Add-ons </edito
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
|
||||
import_export/alembic.rst
|
||||
import_export/collada.rst
|
||||
import_export/usd.rst
|
||||
import_export/obj.rst
|
||||
import_export/ply.rst
|
||||
import_export/stl.rst
|
||||
import_export/grease_pencil_svg.rst
|
||||
import_export/grease_pencil_pdf.rst
|
||||
alembic.rst
|
||||
collada.rst
|
||||
usd.rst
|
||||
obj.rst
|
||||
ply.rst
|
||||
stl.rst
|
||||
grease_pencil_svg.rst
|
||||
grease_pencil_pdf.rst
|
||||
|
||||
.. seealso::
|
||||
|
@ -13,4 +13,4 @@
|
||||
linked_libraries/index.rst
|
||||
asset_libraries/index.rst
|
||||
media/index.rst
|
||||
import_export.rst
|
||||
import_export/index.rst
|
||||
|
@ -4,10 +4,82 @@
|
||||
About Blender
|
||||
#################
|
||||
|
||||
Welcome to Blender! Blender is a free and open-source 3D creation suite.
|
||||
|
||||
With Blender, you can create 3D visualizations such as
|
||||
still images, 3D animations and VFX shots. You can also edit videos.
|
||||
It is well suited to individuals and small studios who
|
||||
benefit from its unified pipeline and responsive development process.
|
||||
|
||||
Being a cross-platform application, Blender runs on Linux, macOS, as well as Windows systems.
|
||||
It also has relatively small memory and drive requirements compared to other 3D creation suites.
|
||||
Its interface uses OpenGL to provide a consistent experience across all supported hardware and platforms.
|
||||
|
||||
.. figure:: /images/getting-started_about_introduction_screenshot.jpg
|
||||
|
||||
|
||||
Who uses Blender?
|
||||
=================
|
||||
|
||||
Blender has a wide variety of tools making it suitable for almost any sort of media production.
|
||||
Professionals, hobbyists, and studios around the world use it for creating animations, game assets,
|
||||
motion graphics, TV shows, concept art, story-boarding, commercials, and feature films.
|
||||
|
||||
Check out the `User Stories page <https://www.blender.org/get-involved/user-stories/>`__
|
||||
on the Blender website for more examples.
|
||||
|
||||
|
||||
Key Features
|
||||
============
|
||||
|
||||
- Blender is a fully integrated 3D content creation suite, offering a broad range of essential tools, including
|
||||
:doc:`Modeling </modeling/introduction>`,
|
||||
:doc:`Rendering </render/introduction>`,
|
||||
:doc:`Animation & Rigging </animation/introduction>`,
|
||||
:doc:`Video Editing </video_editing/index>`,
|
||||
:doc:`VFX </movie_clip/index>`,
|
||||
:doc:`Compositing </compositing/introduction>`,
|
||||
:doc:`Texturing </editors/uv/introduction>`,
|
||||
and many types of :doc:`Simulations </physics/introduction>`.
|
||||
- It is cross platform, with an OpenGL GUI that is uniform on all major platforms
|
||||
(and customizable with Python scripts).
|
||||
- It has a high-quality 3D architecture, enabling fast and efficient creation workflow.
|
||||
- It boasts active community support. See `blender.org/community <https://www.blender.org/community>`__
|
||||
for an extensive list of sites.
|
||||
- It can be installed into and run from any directory without modifying the system.
|
||||
|
||||
You can download the latest version of Blender `here <https://www.blender.org/download/>`__.
|
||||
|
||||
.. figure:: /images/getting-started_about_introduction_postprocessing.jpg
|
||||
|
||||
A rendered image being post-processed.
|
||||
|
||||
Blender makes it possible to perform a wide range of tasks, and it may seem daunting
|
||||
when first trying to grasp the basics. However, with a bit of motivation and the right learning material,
|
||||
it is possible to familiarize yourself with Blender after a few hours of practice.
|
||||
|
||||
This manual is a good start, though it serves more as a reference.
|
||||
There are also many online video tutorials from specialized websites.
|
||||
|
||||
Despite everything Blender can do, it remains a tool. Great artists do not create masterpieces
|
||||
by pressing buttons or manipulating brushes, but by learning and practicing subjects
|
||||
such as human anatomy, composition, lighting, animation principles, etc.
|
||||
|
||||
3D creation software such as Blender have an added technical complexity and
|
||||
jargon associated with the underlying technologies.
|
||||
Terms like UV maps, materials, shaders, meshes, and "subdivs" are the media of the digital artist,
|
||||
and understanding them, even broadly, will help you to use Blender to its best.
|
||||
|
||||
So keep reading this manual, learn the great tool that Blender is, and keep your mind open to
|
||||
other artistic and technological areas -- and you, too, can become a great artist.
|
||||
|
||||
|
||||
Further Reading
|
||||
===============
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 2
|
||||
|
||||
introduction.rst
|
||||
history.rst
|
||||
license.rst
|
||||
community.rst
|
||||
|
@ -1,73 +0,0 @@
|
||||
|
||||
************
|
||||
Introduction
|
||||
************
|
||||
|
||||
Welcome to Blender! Blender is a free and open-source 3D creation suite.
|
||||
|
||||
With Blender, you can create 3D visualizations such as
|
||||
still images, 3D animations and VFX shots. You can also edit videos.
|
||||
It is well suited to individuals and small studios who
|
||||
benefit from its unified pipeline and responsive development process.
|
||||
|
||||
Being a cross-platform application, Blender runs on Linux, macOS, as well as Windows systems.
|
||||
It also has relatively small memory and drive requirements compared to other 3D creation suites.
|
||||
Its interface uses OpenGL to provide a consistent experience across all supported hardware and platforms.
|
||||
|
||||
.. figure:: /images/getting-started_about_introduction_screenshot.jpg
|
||||
|
||||
|
||||
Who uses Blender?
|
||||
=================
|
||||
|
||||
Blender has a wide variety of tools making it suitable for almost any sort of media production.
|
||||
Professionals, hobbyists, and studios around the world use it for creating animations, game assets,
|
||||
motion graphics, TV shows, concept art, story-boarding, commercials, and feature films.
|
||||
|
||||
Check out the `User Stories page <https://www.blender.org/get-involved/user-stories/>`__
|
||||
on the Blender website for more examples.
|
||||
|
||||
|
||||
Key Features
|
||||
============
|
||||
|
||||
- Blender is a fully integrated 3D content creation suite, offering a broad range of essential tools, including
|
||||
:doc:`Modeling </modeling/introduction>`,
|
||||
:doc:`Rendering </render/introduction>`,
|
||||
:doc:`Animation & Rigging </animation/introduction>`,
|
||||
:doc:`Video Editing </video_editing/index>`,
|
||||
:doc:`VFX </movie_clip/index>`,
|
||||
:doc:`Compositing </compositing/introduction>`,
|
||||
:doc:`Texturing </editors/uv/introduction>`,
|
||||
and many types of :doc:`Simulations </physics/introduction>`.
|
||||
- It is cross platform, with an OpenGL GUI that is uniform on all major platforms
|
||||
(and customizable with Python scripts).
|
||||
- It has a high-quality 3D architecture, enabling fast and efficient creation workflow.
|
||||
- It boasts active community support. See `blender.org/community <https://www.blender.org/community>`__
|
||||
for an extensive list of sites.
|
||||
- It has a small executable, which is optionally portable.
|
||||
|
||||
You can download the latest version of Blender `here <https://www.blender.org/download/>`__.
|
||||
|
||||
.. figure:: /images/getting-started_about_introduction_postprocessing.jpg
|
||||
|
||||
A rendered image being post-processed.
|
||||
|
||||
Blender makes it possible to perform a wide range of tasks, and it may seem daunting
|
||||
when first trying to grasp the basics. However, with a bit of motivation and the right learning material,
|
||||
it is possible to familiarize yourself with Blender after a few hours of practice.
|
||||
|
||||
This manual is a good start, though it serves more as a reference.
|
||||
There are also many online video tutorials from specialized websites.
|
||||
|
||||
Despite everything Blender can do, it remains a tool. Great artists do not create masterpieces
|
||||
by pressing buttons or manipulating brushes, but by learning and practicing subjects
|
||||
such as human anatomy, composition, lighting, animation principles, etc.
|
||||
|
||||
3D creation software such as Blender have an added technical complexity and
|
||||
jargon associated with the underlying technologies.
|
||||
Terms like UV maps, materials, shaders, meshes, and "subdivs" are the media of the digital artist,
|
||||
and understanding them, even broadly, will help you to use Blender to its best.
|
||||
|
||||
So keep reading this manual, learn the great tool that Blender is, and keep your mind open to
|
||||
other artistic and technological areas -- and you, too, can become a great artist.
|
@ -27,6 +27,9 @@ Shortcut
|
||||
A keyboard or mouse shortcut associated to the tool.
|
||||
Value
|
||||
The value of the property.
|
||||
|
||||
Hovering over a color property will display a large swatch preview of the color
|
||||
and the color's hexadecimal, RGBA, and HSVA values.
|
||||
Library
|
||||
Source file of the active object. See also :doc:`/files/linked_libraries/index`.
|
||||
Disabled (red)
|
||||
|
@ -23,6 +23,9 @@ You may also associate blend-files with Blender so that when selected from the f
|
||||
they will automatically open in Blender.
|
||||
These settings are typically found in conjunction with the Window Manager settings. (Gnome or KDE.)
|
||||
|
||||
To make the installation and configuration fully self-contained, set up a
|
||||
:ref:`Portable Installation <portable-installation>`.
|
||||
|
||||
|
||||
Install from Package Manager
|
||||
============================
|
||||
|
@ -7,6 +7,11 @@ Check the :doc:`Downloading Blender </getting_started/installing/index>`
|
||||
page to find the minimum requirements and the different versions that are available
|
||||
for Blender (if you have not done so yet).
|
||||
|
||||
.. important::
|
||||
|
||||
Blender supports both Intel and Apple Silicon architectures on macOS.
|
||||
Make sure to download a variant that is compatible with your CPU's architecture.
|
||||
|
||||
|
||||
Install from DMG
|
||||
================
|
||||
@ -18,12 +23,8 @@ Then drag ``Blender.app`` into the Applications folder.
|
||||
Depending on the Security and Privacy preferences of your Mac,
|
||||
macOS will request your approval before opening Blender for the first time.
|
||||
|
||||
.. tip:: How to Make a Portable Installation
|
||||
|
||||
To keep all configuration files and installed add-ons inside the Blender application bundle,
|
||||
create a folder named ``config`` in the :ref:`LOCAL directory <blender-directory-layout>`.
|
||||
|
||||
.. parsed-literal:: ./Blender.app/Contents/Resources/|BLENDER_VERSION|/config/
|
||||
To make the installation and configuration fully self-contained, set up a
|
||||
:ref:`Portable Installation <portable-installation>`.
|
||||
|
||||
|
||||
Updating on macOS
|
||||
|
@ -9,6 +9,11 @@ for Blender (if you have not done so yet).
|
||||
|
||||
Download the zip-file or Windows Installer File.
|
||||
|
||||
.. important::
|
||||
|
||||
Blender supports both x64 and arm64 architectures on Windows.
|
||||
Make sure to download a variant that is compatible with your CPU's architecture.
|
||||
|
||||
|
||||
Install from Windows Installer File
|
||||
===================================
|
||||
@ -30,11 +35,8 @@ manually by clicking *Make Default* on the System tab of the
|
||||
:doc:`Preferences </editors/preferences/system>`. Alternatively, you can run ``blender -r``
|
||||
from the :doc:`Command Line </advanced/command_line/arguments>`.
|
||||
|
||||
.. tip:: How to Make a Portable Installation
|
||||
|
||||
To keep all configuration files and installed add-ons in the executable folder,
|
||||
create a folder named ``config`` in the :ref:`LOCAL directory <blender-directory-layout>`
|
||||
of the unzipped folder.
|
||||
To make the installation and configuration fully self-contained, set up a
|
||||
:ref:`Portable Installation <portable-installation>`.
|
||||
|
||||
|
||||
Install from Microsoft Store
|
||||
|
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@ -155,3 +155,6 @@ Color fields with an alpha channel are divided in half: on the left, the color i
|
||||
and on the right, it's shown with an alpha channel over a checker pattern.
|
||||
|
||||
Colors can be copied to other color fields by dragging and dropping.
|
||||
|
||||
Hovering over a color property will display a large swatch preview of the color
|
||||
and the color's hexadecimal, RGBA, and HSVA values.
|
||||
|
@ -36,9 +36,6 @@ Node groups can be nested (that is, node groups can contain other node groups).
|
||||
:ref:`lists and menus <ui-data-block>` and can only be accessed through search.
|
||||
This can be useful for node asset authors to hide their internal sub-groups from the final user.
|
||||
|
||||
Interface
|
||||
=========
|
||||
|
||||
When a node group is created, new *Group Input* and *Group Output* nodes are generated
|
||||
to represent the data flow into and out of the group. Furthermore connections to input sockets coming
|
||||
from unselected nodes will become attached to new sockets on the *Group Input* node.
|
||||
@ -53,27 +50,74 @@ The process is similar for the *Group Output* regarding data
|
||||
you want to be made available outside the group.
|
||||
|
||||
|
||||
Properties
|
||||
==========
|
||||
|
||||
Group
|
||||
-----
|
||||
|
||||
.. reference::
|
||||
|
||||
:Panel: :menuselection:`Sidebar --> Group --> Group`
|
||||
|
||||
.. figure:: /images/interface_controls_nodes_groups_interface-group-panel.png
|
||||
:align: right
|
||||
|
||||
The *Group* panel.
|
||||
|
||||
This panel contains properties that relate the group node such as it's name and look.
|
||||
|
||||
Name
|
||||
The name of node as displayed in the :ref:`interface-nodes-parts-title`.
|
||||
|
||||
.. _bpy.types.NodeTree.description:
|
||||
|
||||
Description
|
||||
The message displayed when hovering over the :ref:`interface-nodes-parts-title` or in add menus.
|
||||
|
||||
.. _bpy.types.NodeTree.color_tag:
|
||||
|
||||
Color Tag
|
||||
Color tag of the node group which influences the header color.
|
||||
|
||||
|
||||
Usage :guilabel:`Geometry Nodes`
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
This panel is only visible in the :doc:`Geometry Node Editor </editors/geometry_node>`.
|
||||
|
||||
.. _bpy.types.GeometryNodeTree.is_modifier:
|
||||
|
||||
Modifier
|
||||
The node group is used as a :doc:`/modeling/modifiers/generate/geometry_nodes`.
|
||||
|
||||
.. _bpy.types.GeometryNodeTree.is_tool:
|
||||
|
||||
Tool
|
||||
The node group is used as a :doc:`/modeling/geometry_nodes/tools`.
|
||||
|
||||
|
||||
.. _bpy.ops.node.tree_socket_add:
|
||||
.. _bpy.ops.node.tree_socket_remove:
|
||||
.. _bpy.ops.node.tree_socket_move:
|
||||
|
||||
Sidebar
|
||||
-------
|
||||
Group Sockets
|
||||
-------------
|
||||
|
||||
.. reference::
|
||||
|
||||
:Panel: :menuselection:`Sidebar --> Group --> Interface`
|
||||
:Panel: :menuselection:`Sidebar --> Group --> Group Sockets`
|
||||
|
||||
.. figure:: /images/interface_controls_nodes_groups_interface-panel.png
|
||||
.. figure:: /images/interface_controls_nodes_groups_interface-group_sockets_panel.png
|
||||
:align: right
|
||||
|
||||
The interface panel for editing groups.
|
||||
The *Group Sockets* panel.
|
||||
|
||||
The Sidebar lets you add, remove, reorder, and edit the sockets of the group's input and output nodes.
|
||||
This panel is used to add, remove, reorder, and edit the sockets of the group's input and output.
|
||||
|
||||
.. _bpy.types.NodeTreeInterfaceSocket.name:
|
||||
|
||||
Interface List
|
||||
Socket List
|
||||
A :ref:`ui-list-view` of all inputs, outputs and panels.
|
||||
|
||||
Here you can name the socket which is displayed in the node's interface.
|
||||
@ -82,7 +126,6 @@ Interface List
|
||||
|
||||
Description
|
||||
The message displayed when hovering over socket properties.
|
||||
Currently only supported for :doc:`Geometry Node Editor </editors/geometry_node>`.
|
||||
|
||||
.. _bpy.types.NodeTreeInterfacePanel.default_closed:
|
||||
|
||||
|
@ -83,6 +83,12 @@ There is a toggle to show or hide all overlays for the node editor next to the o
|
||||
Wire Colors
|
||||
Color node links based on their connected sockets.
|
||||
|
||||
.. _bpy.types.SpaceNodeOverlay.show_reroute_auto_labels:
|
||||
|
||||
Reroute Auto Labels
|
||||
Label :doc:`Reroute Nodes </interface/controls/nodes/reroute>`
|
||||
based on the label of connected reroute nodes.
|
||||
|
||||
.. _bpy.types.SpaceNodeOverlay.show_context_path:
|
||||
|
||||
Context Path
|
||||
|
@ -12,6 +12,8 @@ These parts include the title, sockets, properties and more.
|
||||
.. figure:: /images/interface_controls_nodes_parts_overview.png
|
||||
|
||||
|
||||
.. _interface-nodes-parts-title:
|
||||
|
||||
Title
|
||||
=====
|
||||
|
||||
|
@ -97,11 +97,16 @@ Data Previews
|
||||
|
||||
Import
|
||||
Blender can use information stored in a variety of other format files which are created by
|
||||
other graphics programs. See :doc:`Import/Export </files/import_export>`.
|
||||
other graphics programs. See :doc:`Import/Export </files/import_export/index>`.
|
||||
Export
|
||||
Normally you save your work in a blend-file,
|
||||
but you can export some or all of your work to a format that can be processed by other graphics programs.
|
||||
See :doc:`Import/Export </files/import_export>`.
|
||||
See :doc:`Import/Export </files/import_export/index>`.
|
||||
|
||||
.. _bpy.ops.wm.collection_export_all:
|
||||
|
||||
Export All Collections
|
||||
Invokes all :ref:`configured exporters <collections-exporters>` for all collection.
|
||||
|
||||
-----
|
||||
|
||||
|
@ -161,7 +161,7 @@ Only curves with at least one selected control point will be closed/open.
|
||||
The shape of the closing segment is based on the start and end handles for Bézier curves,
|
||||
and as usual on adjacent control points for NURBS.
|
||||
The only time a handle is adjusted after closing is if the handle is an *Auto* one.
|
||||
Fig. :ref:`fig-curves-editing-open-close` is the same Bézier curve open and closed.
|
||||
Fig. :ref:`fig-curve-editing-open-close` is the same Bézier curve open and closed.
|
||||
|
||||
This action only works on the original starting control point or the last control point added.
|
||||
Deleting a segment(s) does not change how the action applies;
|
||||
@ -169,7 +169,7 @@ it still operates only on the starting and last control points. This means that
|
||||
:kbd:`Alt-C` may actually join two curves instead of closing a single curve!
|
||||
Remember that when a 2D curve is closed, it creates a renderable flat face.
|
||||
|
||||
.. _fig-curves-editing-open-close:
|
||||
.. _fig-curve-editing-open-close:
|
||||
|
||||
.. figure:: /images/modeling_curves_editing_curve_open-closed-cyclic.png
|
||||
|
||||
|
@ -11,6 +11,7 @@ Extrude Curve and Move
|
||||
.. reference::
|
||||
|
||||
:Mode: Edit Mode
|
||||
:Menu: :menuselection:`Control Points --> Extrude Curve and Move`
|
||||
:Shortcut: :kbd:`E`
|
||||
|
||||
Extrudes points by duplicating the selected points, which then can be moved,
|
||||
|
@ -106,7 +106,7 @@ Remember that when a 2D curve is closed, it creates a renderable flat face.
|
||||
Open and Closed curves.
|
||||
|
||||
|
||||
.. _bpy.ops.curve.spline_type_set:
|
||||
.. _bpy.ops.curves.spline_type_set:
|
||||
|
||||
Set Curve Type
|
||||
==============
|
||||
|
@ -57,7 +57,7 @@ Geometry
|
||||
Duplicate Index
|
||||
An attribute field with a value for every output element describing which
|
||||
duplicate of the corresponding input. The value for every input element will
|
||||
start at 0 and increase to `Amount - 1`.
|
||||
start at 0 and increase to ``Amount - 1``.
|
||||
|
||||
|
||||
Examples
|
||||
|
@ -10,7 +10,7 @@ Mesh to Volume Node
|
||||
:alt: Mesh to Volume node.
|
||||
|
||||
The *Mesh to Volume* node creates a fog volumes based on the shape of a mesh.
|
||||
The volume is created with a grid of the name `"density"`.
|
||||
The volume is created with a grid of the name ``"density"``.
|
||||
|
||||
|
||||
Inputs
|
||||
|
@ -16,6 +16,7 @@ in Edit Mode, and then cuts into the faces there. Afterwards, the resulting geom
|
||||
inside the cut gets selected.
|
||||
|
||||
.. note::
|
||||
|
||||
The cutting objects must be curves or non-manifold meshes (e.g. flat shapes, loose edges).
|
||||
:ref:`Select Non-Manifold <bpy.ops.mesh.select_non_manifold>`
|
||||
will highlight the cutting edges of mesh objects.
|
||||
|
178
manual/modeling/meshes/import_images_as_planes.rst
Normal file
178
manual/modeling/meshes/import_images_as_planes.rst
Normal file
@ -0,0 +1,178 @@
|
||||
.. _bpy.ops.image.import_as_mesh_planes:
|
||||
|
||||
***********************
|
||||
Import Images as Planes
|
||||
***********************
|
||||
|
||||
.. reference::
|
||||
|
||||
:Menu: :menuselection:`3D Viewport --> Add --> Image --> Images as Planes`
|
||||
|
||||
Imports images and creates planes with them as textures.
|
||||
It automates the process of creating a plane, resizing it to fit the dimensions of the image,
|
||||
and creating a material with the image texture to it.
|
||||
The name of the plane, material, and texture will be derived from the name of the image file.
|
||||
|
||||
You can import a single image, multiple images, or an image sequence/movie clip.
|
||||
If you choose a single image, it creates one plane; if you choose multiple images,
|
||||
it creates as many planes as the number of images you selected, either stacked on top of each other or spaced apart.
|
||||
Selecting a movie clip or an image sequence will create a single plane with an animation.
|
||||
|
||||
|
||||
Properties
|
||||
==========
|
||||
|
||||
You can save the current import settings as an :ref:`Operator Preset <ui-presets>`.
|
||||
|
||||
|
||||
Options
|
||||
-------
|
||||
|
||||
Relative Path
|
||||
Set link to the image file using a :ref:`relative file path <files-blend-relative_paths>`.
|
||||
|
||||
Force Reload
|
||||
Reload the image file if it already exists as an image data-block.
|
||||
|
||||
Animate Image Sequences
|
||||
Import sequentially numbered images as
|
||||
an animated :doc:`image sequence </video_editing/edit/montage/strips/image>` instead of separate planes.
|
||||
They will be imported as a *Clip* texture on a single plane.
|
||||
The frame range will be automatically set but can be changed later.
|
||||
|
||||
|
||||
Material
|
||||
--------
|
||||
|
||||
Images as Planes sets up a material to display the image. You can set the type of material and related settings
|
||||
before the import.
|
||||
|
||||
Shader
|
||||
:Principled:
|
||||
The material will have a :doc:`Principled BSDF </render/shader_nodes/shader/principled>` shader node
|
||||
with default settings as its main component.
|
||||
An Image Texture node linked to the imported image will be connected to the Base Color of the Principled
|
||||
BSDF node.
|
||||
:Shadeless:
|
||||
A shadeless material is a material that does not respond to light from other objects and always has the same
|
||||
color in any lighting environment.
|
||||
This option creates a material with a node group of a mix between a Diffuse and an Emission shader controlled
|
||||
by a Light Path node.
|
||||
:Emit:
|
||||
The material will have a Principled BSDF shader node as its main component, but the Color output from
|
||||
the Image Texture node will be linked to the Emission input instead of the Base Color.
|
||||
|
||||
Strength
|
||||
Set the strength of the emission.
|
||||
|
||||
.. note::
|
||||
|
||||
*Blend Mode* and *Shadow Mode* options are specific to the EEVEE renderer.
|
||||
For a detailed explanation of each option, see :doc:`Material Settings </render/eevee/material_settings>`.
|
||||
|
||||
Blend Mode
|
||||
Set the alpha blend mode of the material.
|
||||
|
||||
Shadow Mode
|
||||
Set the shadow mode of the material.
|
||||
|
||||
Show Backface
|
||||
Show backside of the transparent part.
|
||||
|
||||
Backface Culling
|
||||
Hide backside of the plane.
|
||||
|
||||
Overwrite Material
|
||||
By default, the name of the new material from the name of the imported image. However, if there is already
|
||||
a material with the same name, Blender will append a number to the name of the material to avoid conflict.
|
||||
This *Override Material* option makes it overwrite the existing material of the same name in that case.
|
||||
|
||||
|
||||
Texture
|
||||
-------
|
||||
|
||||
.. note::
|
||||
|
||||
For a detailed explanation of each option, see :doc:`Image Texture Node </render/shader_nodes/textures/image>`.
|
||||
|
||||
Interpolation
|
||||
Set the method to scale the image.
|
||||
|
||||
Extension
|
||||
Set how the image is extrapolated past the original bounds.
|
||||
|
||||
Alpha
|
||||
Use the alpha channel of the image for transparency.
|
||||
|
||||
Auto Refresh
|
||||
Automatically refresh the images in the viewport on frame changes.
|
||||
|
||||
|
||||
Transform
|
||||
---------
|
||||
|
||||
Images as Planes creates the plane at the 3D Cursor's location. With *Offset Planes*, multiple planes will be
|
||||
placed with distance intervals set in *Offset*, along the axis set in *Local Axis*, beginning at the 3D Cursor's
|
||||
location.
|
||||
|
||||
Size Mode
|
||||
Set how the plane's size will be determined.
|
||||
|
||||
:Absolute:
|
||||
The size of the plane will be set based on the height value set in *Height*. The width will be set in direct
|
||||
ratio to the height value. For example, with the default height value of 1 m, an image of 800 × 600 pixels
|
||||
will have a width of 1 / 600 × 800 or 1.33 m.
|
||||
|
||||
Height
|
||||
Set the height of the plane.
|
||||
|
||||
:Camera Relative:
|
||||
The size of the plane will be set to fit or fill the camera frame. This will automatically set the *Align*
|
||||
option to *Face Camera*. Make sure to have an active camera in the scene before the import.
|
||||
|
||||
:Fit:
|
||||
Scale the plane to fit inside the camera frame while preserving the aspect ratio.
|
||||
:Fill:
|
||||
Scale the plane so that it fills the entire camera view while preserving the aspect ratio, but some part of
|
||||
the image can spill outside the camera frame.
|
||||
|
||||
::abbr:`DPI (Dots per inch)`:
|
||||
The size of the plane will be set based on the pixels per inch value set in *Definition*. With the *Unit System*
|
||||
set to *Metric* and the default definition of 600 DPI, an image of 800 × 600 pixels will have a size of
|
||||
0.0339 × 0.0254 units since 600 pixels are defined as 1 inch (0.0254 m).
|
||||
|
||||
Definition
|
||||
Set the number of pixels to fit in 1 inch.
|
||||
|
||||
:Dots/BU:
|
||||
The size of the plane will be set based on the pixels per Blender Unit set in *Definition*. With the default
|
||||
definition value of 600, an image of 800 × 600 pixels will have a size of 1.33 × 1 units.
|
||||
|
||||
Definition
|
||||
Set the number of pixels to fit in 1 Blender Unit.
|
||||
|
||||
Align
|
||||
Set the rotation of the plane.
|
||||
|
||||
:Main Axis:
|
||||
The plane will be aligned to a major axis that is best to face the camera's view direction.
|
||||
If there is no camera in the scene, the plane will face toward Z+ (Up) axis.
|
||||
:Face Camera:
|
||||
Similar to the *Main Axis* but the plane will be rotated to directly face the camera's view direction.
|
||||
:Z- (Down), Y-, X-, Z+ (Up), Y+, X+:
|
||||
The plane will be rotated to face toward the selected axis.
|
||||
|
||||
Track Camera
|
||||
Add a :doc:`Locked Track </animation/constraints/tracking/locked_track>` constraint to make the plane always
|
||||
face the camera, even if the camera moves. This option is only available when *Main Axis* or *Face Camera*
|
||||
option is selected in the *Align* menu.
|
||||
|
||||
Offset Planes
|
||||
Place multiple planes with an offset. If disabled, all planes will be created at the same location.
|
||||
|
||||
Offset Direction
|
||||
Choose a local axis (not the global axis) to offset the planes. For example, if you choose *X+*, the planes
|
||||
will be placed along the positive direction of the plane's local X axis.
|
||||
|
||||
Distance
|
||||
Set a distance between each plane.
|
Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user