UI: Open Folder of Recent Items #104821

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Aaron Carlisle merged 4 commits from dupoxy/blender-manual:Recent-Items-OS-Explorer into blender-v4.2-release 2024-06-26 00:04:43 +02:00
171 changed files with 2610 additions and 1850 deletions
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@ -241,3 +241,11 @@ RedirectMatch "^/manual/{lang}/{version}/modeling/geometry_nodes/volume/volume_c
RedirectMatch "^/manual/{lang}/{version}/editors/nla/editing.html" "^/manual/{lang}/{version}/editors/nla/editing/index.html" RedirectMatch "^/manual/{lang}/{version}/editors/nla/editing.html" "^/manual/{lang}/{version}/editors/nla/editing/index.html"
RedirectMatch "^/manual/{lang}/{version}/render/shader_nodes/shader/anisotropic.html" "^/manual/{lang}/{version}/render/shader_nodes/shader/glossy.html" RedirectMatch "^/manual/{lang}/{version}/render/shader_nodes/shader/anisotropic.html" "^/manual/{lang}/{version}/render/shader_nodes/shader/glossy.html"
RedirectMatch "^/manual/{lang}/{version}/files/import_export.html" "^/manual/{lang}/{version}/files/import_export/index.html"
RedirectMatch "^/manual/{lang}/{version}/render/eevee/light_probes/introduction.html" "^/manual/{lang}/{version}/render/eevee/light_probes/index.html"
RedirectMatch "^/manual/{lang}/{version}/movie_clip/introduction.html" "^/manual/{lang}/{version}/movie_clip/index.html"
RedirectMatch "^/manual/{lang}/{version}/getting_started/about/introduction.html" "^/manual/{lang}/{version}/getting_started/about/index.html"
RedirectMatch "^/manual/{lang}/{version}/animation/armatures/bones/properties/introduction.html" "^/manual/{lang}/{version}/animation/armatures/bones/properties/index.html"
RedirectMatch "^/manual/{lang}/{version}/advanced/command_line/introduction.html" "^/manual/{lang}/{version}/advanced/command_line/index.html"

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@ -4,117 +4,130 @@
Blender's Directory Layout Blender's Directory Layout
************************** **************************
This page documents the different directories used by Blender This page documents the different directories used by Blender.
*(which can be helpful for troubleshooting)*.
There are three different directories Blender may use, This can be helpful for troubleshooting, automation and customization.
their exact locations are platform dependent.
:LOCAL:
Location of configuration and run-time data (for self-contained bundle).
:USER:
Location of configuration files (typically in the user's home directory).
:SYSTEM:
Location of run-time data for system wide installation (may be read-only).
For system installations both **SYSTEM** and **USER** directories are needed.
For locally extracted Blender distributions, the user configuration and run-time data are
kept in the same subdirectory, allowing multiple Blender versions to run without conflict,
ignoring the **USER** and **SYSTEM** files.
This requires you to create a folder named ``config`` in the **LOCAL** directory.
Platform Dependent Paths User Directories
======================== ================
Here are the default locations for each system:
User directories store preferences, startup file, installed extensions,
presets and more. By default these use the standard configuration folders
for each operating system.
Linux Linux
----- -----
:LOCAL:
.. parsed-literal:: ./|BLENDER_VERSION|/
:USER:
.. parsed-literal:: $HOME/.config/blender/|BLENDER_VERSION|/ .. parsed-literal:: $HOME/.config/blender/|BLENDER_VERSION|/
:SYSTEM:
.. parsed-literal:: /usr/share/blender/|BLENDER_VERSION|/
.. note:: If the ``$XDG_CONFIG_HOME`` environment variable is set:
The path |INSTALLDIR| is relative to the Blender executable and
is used for self-contained bundles distributed by official blender.org builds.
.. |INSTALLDIR| replace:: ./|BLENDER_VERSION|/
.. note::
The **USER** path will use ``$XDG_CONFIG_HOME`` if it is set:
.. parsed-literal:: $XDG_CONFIG_HOME/blender/|BLENDER_VERSION|/ .. parsed-literal:: $XDG_CONFIG_HOME/blender/|BLENDER_VERSION|/
macOS macOS
----- -----
:LOCAL:
.. parsed-literal:: ./|BLENDER_VERSION|/
:USER:
.. parsed-literal:: /Users/$USER/Library/Application Support/Blender/|BLENDER_VERSION|/ .. parsed-literal:: /Users/$USER/Library/Application Support/Blender/|BLENDER_VERSION|/
:SYSTEM:
.. parsed-literal:: /Library/Application Support/Blender/|BLENDER_VERSION|/
.. note::
macOS stores the Blender binary in ``./Blender.app/Contents/MacOS/Blender``.
The local path to data and config is:
.. parsed-literal:: ./Blender.app/Contents/Resources/|BLENDER_VERSION|/
Windows Windows
------- -------
:LOCAL:
.. parsed-literal:: .\\\ |BLENDER_VERSION|\\
:USER:
.. parsed-literal:: %USERPROFILE%\\AppData\\Roaming\\Blender Foundation\\Blender\\\ |BLENDER_VERSION|\\
:SYSTEM:
.. parsed-literal:: %USERPROFILE%\\AppData\\Roaming\\Blender Foundation\\Blender\\\ |BLENDER_VERSION|\\ .. parsed-literal:: %USERPROFILE%\\AppData\\Roaming\\Blender Foundation\\Blender\\\ |BLENDER_VERSION|\\
.. note:: .. _portable-installation:
For installations from the Window's Store, the ``USER`` and ``SYSTEM`` Portable Installation
directories are inside a special folder resembling: ---------------------
When running Blender from a portable drive, it's possible to keep the configuration
files on the same drive to take with you.
To enable this, create a folder named ``portable`` at the following locations:
* Windows: Next to the Blender executable, in the unzipped folder
* Linux: Next to the Blender executable, in the unzipped folder
* macOS: Inside the application bundle at ``Blender.app/Contents/Resources``
This folder will then store preferences, startup file, installed extensions
and presets.
Environment Variables
---------------------
The ``BLENDER_USER_RESOURCES`` :ref:`environment variable <command-line-args-environment-variables>`
can be set to a custom directory to replace the default user directory.
System Directories
==================
System directories store files that come bundled with Blender and
are required for it to function. This includes scripts, presets, essential
assets and more.
Linux
-----
Archive downloaded from blender.org:
.. parsed-literal:: ./|BLENDER_VERSION|/
Linux distribution packages:
.. parsed-literal:: /usr/share/blender/|BLENDER_VERSION|/
macOS
-----
.. parsed-literal:: ./Blender.app/Contents/Resources/|BLENDER_VERSION|/
Windows
-------
Zip file downloaded from blender.org:
.. parsed-literal:: ./|BLENDER_VERSION|/
Installer downloaded from blender.org:
.. parsed-literal:: %ProgramFiles%\\Blender Foundation\\Blender\\\ |BLENDER_VERSION|\\
Microsoft Store installation:
.. parsed-literal:: %ProgramFiles%\\WindowsApps\\BlenderFoundation.Blender<HASH>\\Blender\\\ |BLENDER_VERSION|\\ .. parsed-literal:: %ProgramFiles%\\WindowsApps\\BlenderFoundation.Blender<HASH>\\Blender\\\ |BLENDER_VERSION|\\
Where "HASH" is a string specific to each installation.
Environment Variables
---------------------
``BLENDER_SYSTEM_SCRIPTS`` and ``BLENDER_SYSTEM_EXTENSIONS``
: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.
Other ``BLENDER_SYSTEM`` environment variables can override other system paths,
though are not commonly used in practice.
.. _blender-directory-path-layout:
Path Layout Path Layout
=========== ===========
This is the path layout which is used within the directories described above. ``./autosave``
Where ``./config/startup.blend`` could be ``~/.blender/|BLENDER_VERSION|/config/startup.blend`` for example.
``./autosave/ ...``
Autosave blend-file location. (Windows only, temp directory used for other systems.) Autosave blend-file location. (Windows only, temp directory used for other systems.)
Search order: ``LOCAL, USER``. Located in user directories.
``./config/ ...`` ``./config``
Defaults & session info. User configuration and session info.
Search order: ``LOCAL, USER``. Located in user directories.
``./config/startup.blend`` ``./config/startup.blend``
Default file to load on startup. Blend file to load on startup.
``./config/userpref.blend`` ``./config/userpref.blend``
Default preferences to load on startup. User preferences.
``./config/bookmarks.txt`` ``./config/bookmarks.txt``
File Browser bookmarks. File Browser bookmarks.
@ -122,18 +135,38 @@ Where ``./config/startup.blend`` could be ``~/.blender/|BLENDER_VERSION|/config/
``./config/recent-files.txt`` ``./config/recent-files.txt``
Recent file menu list. Recent file menu list.
``./datafiles/ ...`` ``./config/{APP_TEMPLATE_ID}/startup.blend``
Runtime files. Startup file for an application template.
Search order: ``LOCAL, USER, SYSTEM``. ``./config/{APP_TEMPLATE_ID}/userpref.blend``
User preferences file for an application template.
``./datafiles/locale/{language}/`` ``./datafiles``
Static precompiled language files for UI translation. Data files loaded at runtime.
``./scripts/ ...`` Located in both user and system directories. User data files either override
Python scripts for the user interface and tools. or add to system data files.
Search order: ``LOCAL, USER, SYSTEM``. ``./datafiles/colormanagement``
Default OpenColorIO configuration.
``./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`` ``./scripts/addons/*.py``
Python add-ons which may be enabled in the Preferences include import/export format support, Python add-ons which may be enabled in the Preferences include import/export format support,
@ -156,6 +189,12 @@ Where ``./config/startup.blend`` could be ``~/.blender/|BLENDER_VERSION|/config/
``./scripts/startup/*.py`` ``./scripts/startup/*.py``
Scripts which are automatically imported on startup. Scripts which are automatically imported on startup.
``./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`` ``./scripts/presets/{preset}/*.py``
Presets used for storing user-defined settings for cloth, render formats, etc. Presets used for storing user-defined settings for cloth, render formats, etc.
@ -166,10 +205,10 @@ Where ``./config/startup.blend`` could be ``~/.blender/|BLENDER_VERSION|/config/
Example OSL shaders which can be accessed from Example OSL shaders which can be accessed from
:menuselection:`Text Editor --> Templates --> Open Shading Language`. :menuselection:`Text Editor --> Templates --> Open Shading Language`.
``./python/ ...`` ``./python``
Bundled Python distribution. Bundled Python distribution.
Search order: ``LOCAL, SYSTEM``. Located in system directories.
.. _local-cache-dir: .. _local-cache-dir:
@ -200,16 +239,3 @@ The temporary directory is selected based on the following priority:
- User Preference (see :ref:`prefs-file-paths`). - User Preference (see :ref:`prefs-file-paths`).
- Environment variables (``TEMP`` on Windows, ``TMP`` & ``TMP_DIR`` on other platforms). - Environment variables (``TEMP`` on Windows, ``TMP`` & ``TMP_DIR`` on other platforms).
- The ``/tmp/`` directory. - 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.

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@ -396,6 +396,9 @@ Misc Options
``--env-system-scripts`` ``--env-system-scripts``
Set the ``BLENDER_SYSTEM_SCRIPTS`` environment variable. Set the ``BLENDER_SYSTEM_SCRIPTS`` environment variable.
``--env-system-extensions``
Set the ``BLENDER_SYSTEM_EXTENSIONS`` environment variable.
``--env-system-python`` ``--env-system-python``
Set the ``BLENDER_SYSTEM_PYTHON`` environment variable. Set the ``BLENDER_SYSTEM_PYTHON`` environment variable.
@ -484,18 +487,18 @@ Arguments are executed in the order they are given. eg:
Environment Variables Environment Variables
===================== =====================
:BLENDER_USER_RESOURCES: Top level directory for user files. :BLENDER_USER_RESOURCES: Replace default directory of all user files.
(other ``BLENDER_USER_*`` variables override when set). Other ``BLENDER_USER_*`` variables override when set.
:BLENDER_USER_CONFIG: Directory for user configuration files. :BLENDER_USER_CONFIG: Directory for user configuration files.
:BLENDER_USER_SCRIPTS: Directory for user scripts. :BLENDER_USER_SCRIPTS: Directory for user scripts.
:BLENDER_USER_EXTENSIONS: Directory for user extensions. :BLENDER_USER_EXTENSIONS: Directory for user extensions.
:BLENDER_USER_DATAFILES: Directory for user data files (icons, translations, ..). :BLENDER_USER_DATAFILES: Directory for user data files (icons, translations, ..).
:BLENDER_SYSTEM_RESOURCES: Top level directory for system files. :BLENDER_SYSTEM_RESOURCES: Replace default directory of all bundled resource files.
(other ``BLENDER_SYSTEM_*`` variables override when set). :BLENDER_SYSTEM_SCRIPTS: Directory to add more bundled scripts.
:BLENDER_SYSTEM_SCRIPTS: Directory for system wide scripts. :BLENDER_SYSTEM_EXTENSIONS: Directory for system extensions repository.
:BLENDER_SYSTEM_DATAFILES: Directory for system wide data files. :BLENDER_SYSTEM_DATAFILES: Directory to replace bundled datafiles.
:BLENDER_SYSTEM_PYTHON: Directory for system Python libraries. :BLENDER_SYSTEM_PYTHON: Directory to replace bundled Python libraries.
:OCIO: Path to override the OpenColorIO configuration file. :OCIO: Path to override the OpenColorIO configuration file.
:TEMP: Store temporary files here (MS-Windows). :TEMP: Store temporary files here (MS-Windows).
:TMPDIR: Store temporary files here (UNIX Systems). :TMPDIR: Store temporary files here (UNIX Systems).

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@ -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:: .. toctree::
:maxdepth: 2 :hidden:
:titlesonly:
introduction.rst
launch/index.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 render.rst

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@ -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.

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@ -5,7 +5,7 @@
################################### ###################################
.. toctree:: .. toctree::
:maxdepth: 1 :maxdepth: 2
linux.rst linux.rst
macos.rst macos.rst

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@ -1,8 +1,8 @@
.. _command_line-render: .. _command_line-render:
********************** *******************************
Command Line Rendering Rendering From The Command Line
********************** *******************************
In some situations we want to increase the render speed, In some situations we want to increase the render speed,
access Blender remotely to render something or build scripts that use the command line. access Blender remotely to render something or build scripts that use the command line.

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@ -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.

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@ -16,7 +16,7 @@ Most of the time you can get add-ons as part of the :doc:`Extensions <index>` sy
.. tip:: .. tip::
If the Add-on does not activate when enabled, 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. for any errors that may have occurred.
User-Defined Add-on Path 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``). (``--offline-mode`` / ``--online-mode``).
For better error messages, you can check also for ``bpy.app.online_access_overriden``, 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. Blender itself doesn't block internet access based on this setting. It is up to the add-ons to respect it.
Bundle Dependencies 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 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: .. _bpy.ops.preferences.addon_install:
Legacy vs Extension Add-ons 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 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. features like updating from the extensions platform.
Converting a Legacy Add-on into an Extension 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 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. everything is working well. This will get you as close to the final experience as possible.
Extensions and Namespace 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. This has a few implications for preferences and module imports.
User Preferences and ``__package__`` User Preferences and ``__package__``
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

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@ -238,6 +238,7 @@ usage::
blender --command extension build [-h] [--source-dir SOURCE_DIR] blender --command extension build [-h] [--source-dir SOURCE_DIR]
[--output-dir OUTPUT_DIR] [--output-dir OUTPUT_DIR]
[--output-filepath OUTPUT_FILEPATH] [--output-filepath OUTPUT_FILEPATH]
[--split-platforms] [--verbose]
Build a package in the current directory. Build a package in the current directory.
@ -255,6 +256,12 @@ options:
The package output filepath (should include a ``.zip`` extension). The package output filepath (should include a ``.zip`` extension).
Defaults to a name created using the ``id`` from the manifest. 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: .. _command-line-args-extension-validate:

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@ -81,7 +81,8 @@ This example is a good starting point to the ``blender_manifest.toml`` that shou
tags = ["Animation", "Sequencer"] tags = ["Animation", "Sequencer"]
blender_version_min = "4.2.0" 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" # blender_version_max = "5.1.0"
# License conforming to https://spdx.org/licenses/ (use "SPDX: prefix) # License conforming to https://spdx.org/licenses/ (use "SPDX: prefix)
@ -125,12 +126,13 @@ This example is a good starting point to the ``blender_manifest.toml`` that shou
# files = "Import/export FBX from/to disk" # files = "Import/export FBX from/to disk"
# clipboard = "Copy and paste bone transforms" # 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 # https://docs.blender.org/manual/en/dev/advanced/extensions/command_line_arguments.html#command-line-args-extension-build
# [build] # [build]
# paths_exclude_pattern = [ # paths_exclude_pattern = [
# "/.git/",
# "__pycache__/", # "__pycache__/",
# "/.git/",
# "/*.zip",
# ] # ]
Required values: Required values:
@ -147,7 +149,7 @@ Required values:
Optional 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. :website: Website for the extension.
:copyright: Some licenses require a copyright, copyrights must be "Year Name" or "Year-Year Name". :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>`. :tags: List of tags. See the :doc:`list of available tags <./tags>`.
@ -159,7 +161,7 @@ Optional values:
:permissions: :permissions:
Add-ons can list which resources they require. The available options are Add-ons can list which resources they require. The available options are
*files*, *network*, *clipboard*, *camera*, *microphone*. *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": Optional values for "build":
@ -183,8 +185,14 @@ Optional values for "build":
paths_exclude_pattern = [ paths_exclude_pattern = [
"__pycache__/", "__pycache__/",
".*", ".*",
"*.zip",
] ]
Reserved:
These values **must not** be declared in a TOML and are reserved for internal use.
- ``[build.generated]``
.. note:: .. note::

View File

@ -17,4 +17,5 @@ This chapter covers advanced use (topics which may not be required for typical u
limits.rst limits.rst
operators.rst operators.rst
blender_directory_layout.rst blender_directory_layout.rst
deploying_blender.rst
appendices/index.rst appendices/index.rst

View File

@ -3,10 +3,19 @@
Properties 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:: .. toctree::
:maxdepth: 2 :maxdepth: 2
introduction.rst
transform.rst transform.rst
bendy_bones.rst bendy_bones.rst
relations.rst relations.rst

View File

@ -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.

View File

@ -18,7 +18,6 @@ Interface
.. toctree:: .. toctree::
:maxdepth: 1 :maxdepth: 1
interface/adding_removing.rst
interface/header.rst interface/header.rst
interface/common.rst interface/common.rst
interface/stack.rst interface/stack.rst

View File

@ -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.

View File

@ -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. 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 Tips
==== ====

View File

@ -50,6 +50,7 @@ Active Shape Key Index
and tools that move vertices abort with an error if the active shape key is locked. and tools that move vertices abort with an error if the active shape key is locked.
.. note:: .. note::
Operators that always modify all shape keys in exactly the same way, like 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. :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 Neither currently do most edit mode operators that modify topology, because the topology is

View File

@ -59,6 +59,14 @@ Performance
This panel helps you tweak the performance of the Compositor. 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: .. _bpy.types.RenderSettings.compositor_precision:
Precision Precision

View File

@ -17,6 +17,7 @@ RGB to BW Node
The *RGB to BW Node* makes a color image black-and-white by outputting its luminance. The *RGB to BW Node* makes a color image black-and-white by outputting its luminance.
.. note:: .. note::
You can directly connect Color sockets to Value sockets in node graphs, 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 which also converts the image to black-and-white. As such, this node is
not always necessary. not always necessary.

View File

@ -24,6 +24,13 @@ Properties
========== ==========
Glare Type 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: :Ghosts:
Creates a haze over the image. Creates a haze over the image.
:Streaks: :Streaks:
@ -36,15 +43,14 @@ Glare Type
Fade Fade
Fade out factor for the streaks. Fade out factor for the streaks.
:Fog Glow: :Fog Glow:
Looks similar to *Ghost*. However, it is much smaller in size Simulates the glow around bright objects caused by light scattering in eyes and cameras.
and gives more of an atmospheric haze or "glow" around the image. This is similar to the *Bloom* mode, but is more physically accurate, at the cost of much
slower computation time.
.. note::
Viewport compositing results will vary from CPU compositing due to different algorithms.
Size 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: :Simple Star:
Works similar to *Streaks* but gives a simpler shape looking like a star. Works similar to *Streaks* but gives a simpler shape looking like a star.

View File

@ -32,10 +32,12 @@ Wrapping
Repeat pixels on the other side when they extend over the image dimensions, making endless translating possible. Repeat pixels on the other side when they extend over the image dimensions, making endless translating possible.
None, X Axis, Y Axis, Both Axis None, X Axis, Y Axis, Both Axis
Filter
Interpolation Methods.
.. note:: :Nearest: No interpolation, uses nearest neighboring pixel.
:Bilinear: Simple interpolation between adjacent pixels.
Individual axis wrapping is only supported in the CPU compositor. :Bicubic: Highest quality interpolation.
Outputs Outputs

View File

@ -171,7 +171,7 @@ html_logo = "../build_files/theme/blender-logo.svg"
# If given, this must be the name of an image file # If given, this must be the name of an image file
# (path relative to the configuration directory) that is the favicon of # (path relative to the configuration directory) that is the favicon of
# the docs, or URL that points an image file for the favicon. # 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": if html_theme == "furo":
html_css_files = ["css/theme_overrides.css", html_css_files = ["css/theme_overrides.css",

View File

@ -105,6 +105,7 @@ Both Render Regions can exist at the same time.
- .. figure:: /images/editors_3dview_navigate_regions_render-border-2.png - .. figure:: /images/editors_3dview_navigate_regions_render-border-2.png
.. note:: .. note::
Render regions only apply to the viewport when using Cycles, not when using EEVEE. Render regions only apply to the viewport when using Cycles, not when using EEVEE.
However, they always affect the final render. However, they always affect the final render.

View File

@ -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. :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: .. _editors-geometry_nodes-tool_context:
Tool Context Tool Context

View File

@ -164,6 +164,7 @@ Lets you manually specify, and animate, the frame at which the underlying action
is sampled. is sampled.
.. note:: .. note::
Although the setting is called *Strip Time*, its value is a frame number 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 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 from frame 1 to frame 50 that's referenced by a strip going from frame

View File

@ -57,6 +57,7 @@ Display Filter
You can search the view for data-blocks, You can search the view for data-blocks,
by using Search field in the header of the *Outliner*, 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: .. _editors-outliner-interface-filter:

View File

@ -76,7 +76,7 @@ Some extension types do not support this, and will always be shown as enabled.
.. tip:: .. tip::
If the Add-on does not activate when enabled, 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. for any errors that may have occurred.

View File

@ -16,7 +16,6 @@
:maxdepth: 1 :maxdepth: 1
interface.rst interface.rst
themes.rst
viewport.rst viewport.rst
lights.rst lights.rst
editing.rst editing.rst
@ -26,6 +25,7 @@
:maxdepth: 1 :maxdepth: 1
extensions.rst extensions.rst
themes.rst
.. toctree:: .. toctree::
:maxdepth: 1 :maxdepth: 1

View File

@ -23,6 +23,14 @@ Preset Management
Keymap Presets Keymap Presets
Select the keymap from a list of predefined keymaps. 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: .. _bpy.ops.preferences.keyconfig_import:
Import Import

View File

@ -71,6 +71,9 @@ Operating System Settings
Make this installation your default Blender (MS-Windows & Linux only). 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 Register
Make the currently in use Blender installation the default Make the currently in use Blender installation the default
for generating thumbnails and the default for opening blend-files. 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. Register Blender for all users, requires escalated privileges.
.. note:: .. admonition:: Linux Registration
:class: note
Linux Registration
Files are setup files under: ``/usr/local`` for all users, otherwise ``~/.local`` is used. 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). - 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: .. _prefs-system-memory-and-limits:
Memory & Limits Memory & Limits

View File

@ -153,7 +153,12 @@ Playback
Play In Play In
Which editors to update on each animation frame. If an editor is unchecked, 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 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: .. _bpy.types.Scene.show_subframe:

View File

@ -24,6 +24,7 @@ Cursor
(works with all tools) or adjust the 2D Cursor Location in :menuselection:`Sidebar --> View`. (works with all tools) or adjust the 2D Cursor Location in :menuselection:`Sidebar --> View`.
.. note:: .. note::
By default, the 2D Cursor is only shown while dragging it. To make it permanently 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>`. visible, enable the *2D Cursor* :doc:`overlay </editors/video_sequencer/preview/display/overlays>`.

View File

@ -207,7 +207,7 @@ Pack
- |none| - |none|
- Particle settings. - Particle settings.
Used by particle systems. Used by particle systems.
* - :doc:`Light Probe </render/eevee/light_probes/introduction>` * - :doc:`Light Probe </render/eevee/light_probes/index>`
- |tick| - |tick|
- |none| - |none|
- Help achieve complex real-time lighting in EEVEE. - Help achieve complex real-time lighting in EEVEE.

View File

@ -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. 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. 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 Collada Exporter
================ ================
@ -74,15 +78,22 @@ Include Shape Keys
Global Orientation 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 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 Copy
When you export images either material based image textures, When you export images either material based image textures,
then the exporter creates absolute file references in the export file. 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 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. 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 Geometry
-------- --------

View File

@ -20,14 +20,14 @@ these can be enabled in the Preferences through the use of :doc:`Add-ons </edito
.. toctree:: .. toctree::
:maxdepth: 1 :maxdepth: 1
import_export/alembic.rst alembic.rst
import_export/collada.rst collada.rst
import_export/usd.rst usd.rst
import_export/obj.rst obj.rst
import_export/ply.rst ply.rst
import_export/stl.rst stl.rst
import_export/grease_pencil_svg.rst grease_pencil_svg.rst
import_export/grease_pencil_pdf.rst grease_pencil_pdf.rst
.. seealso:: .. seealso::

View File

@ -13,4 +13,4 @@
linked_libraries/index.rst linked_libraries/index.rst
asset_libraries/index.rst asset_libraries/index.rst
media/index.rst media/index.rst
import_export.rst import_export/index.rst

View File

@ -4,10 +4,82 @@
About Blender 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:: .. toctree::
:maxdepth: 2 :maxdepth: 2
introduction.rst
history.rst history.rst
license.rst license.rst
community.rst community.rst

View File

@ -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.

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@ -27,6 +27,9 @@ Shortcut
A keyboard or mouse shortcut associated to the tool. A keyboard or mouse shortcut associated to the tool.
Value Value
The value of the property. 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 Library
Source file of the active object. See also :doc:`/files/linked_libraries/index`. Source file of the active object. See also :doc:`/files/linked_libraries/index`.
Disabled (red) Disabled (red)

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@ -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. they will automatically open in Blender.
These settings are typically found in conjunction with the Window Manager settings. (Gnome or KDE.) 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 Install from Package Manager
============================ ============================

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@ -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 page to find the minimum requirements and the different versions that are available
for Blender (if you have not done so yet). 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 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, Depending on the Security and Privacy preferences of your Mac,
macOS will request your approval before opening Blender for the first time. macOS will request your approval before opening Blender for the first time.
.. tip:: How to Make a Portable Installation To make the installation and configuration fully self-contained, set up a
:ref:`Portable Installation <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/
Updating on macOS Updating on macOS

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@ -9,6 +9,11 @@ for Blender (if you have not done so yet).
Download the zip-file or Windows Installer File. 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 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`` :doc:`Preferences </editors/preferences/system>`. Alternatively, you can run ``blender -r``
from the :doc:`Command Line </advanced/command_line/arguments>`. from the :doc:`Command Line </advanced/command_line/arguments>`.
.. tip:: How to Make a Portable Installation To make the installation and configuration fully self-contained, set up a
:ref:`Portable Installation <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.
Install from Microsoft Store 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. 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. 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.

View File

@ -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. :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. 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 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 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. 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. 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_add:
.. _bpy.ops.node.tree_socket_remove: .. _bpy.ops.node.tree_socket_remove:
.. _bpy.ops.node.tree_socket_move: .. _bpy.ops.node.tree_socket_move:
Sidebar Group Sockets
------- -------------
.. reference:: .. 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 :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: .. _bpy.types.NodeTreeInterfaceSocket.name:
Interface List Socket List
A :ref:`ui-list-view` of all inputs, outputs and panels. 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. Here you can name the socket which is displayed in the node's interface.
@ -82,7 +126,6 @@ Interface List
Description Description
The message displayed when hovering over socket properties. The message displayed when hovering over socket properties.
Currently only supported for :doc:`Geometry Node Editor </editors/geometry_node>`.
.. _bpy.types.NodeTreeInterfacePanel.default_closed: .. _bpy.types.NodeTreeInterfacePanel.default_closed:

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@ -83,6 +83,12 @@ There is a toggle to show or hide all overlays for the node editor next to the o
Wire Colors Wire Colors
Color node links based on their connected sockets. 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: .. _bpy.types.SpaceNodeOverlay.show_context_path:
Context Path Context Path

View File

@ -12,6 +12,8 @@ These parts include the title, sockets, properties and more.
.. figure:: /images/interface_controls_nodes_parts_overview.png .. figure:: /images/interface_controls_nodes_parts_overview.png
.. _interface-nodes-parts-title:
Title Title
===== =====

View File

@ -97,11 +97,16 @@ Data Previews
Import Import
Blender can use information stored in a variety of other format files which are created by 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 Export
Normally you save your work in a blend-file, 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. 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.
----- -----

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@ -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, 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. 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. 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. 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; 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! :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. 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 .. figure:: /images/modeling_curves_editing_curve_open-closed-cyclic.png

View File

@ -11,6 +11,7 @@ Extrude Curve and Move
.. reference:: .. reference::
:Mode: Edit Mode :Mode: Edit Mode
:Menu: :menuselection:`Control Points --> Extrude Curve and Move`
:Shortcut: :kbd:`E` :Shortcut: :kbd:`E`
Extrudes points by duplicating the selected points, which then can be moved, Extrudes points by duplicating the selected points, which then can be moved,

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@ -106,7 +106,7 @@ Remember that when a 2D curve is closed, it creates a renderable flat face.
Open and Closed curves. Open and Closed curves.
.. _bpy.ops.curve.spline_type_set: .. _bpy.ops.curves.spline_type_set:
Set Curve Type Set Curve Type
============== ==============

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@ -57,7 +57,7 @@ Geometry
Duplicate Index Duplicate Index
An attribute field with a value for every output element describing which An attribute field with a value for every output element describing which
duplicate of the corresponding input. The value for every input element will 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 Examples

View File

@ -10,7 +10,7 @@ Mesh to Volume Node
:alt: 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 *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 Inputs

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@ -16,6 +16,7 @@ in Edit Mode, and then cuts into the faces there. Afterwards, the resulting geom
inside the cut gets selected. inside the cut gets selected.
.. note:: .. note::
The cutting objects must be curves or non-manifold meshes (e.g. flat shapes, loose edges). 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>` :ref:`Select Non-Manifold <bpy.ops.mesh.select_non_manifold>`
will highlight the cutting edges of mesh objects. will highlight the cutting edges of mesh objects.

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@ -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.

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