Brush Assets Project #104846

Merged
Julian Eisel merged 32 commits from JulianEisel/blender-manual:temp-brush-assets into main 2024-07-08 18:45:49 +02:00
302 changed files with 1374 additions and 729 deletions
Showing only changes of commit d315841293 - Show all commits

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@ -250,4 +250,9 @@ RedirectMatch "^/manual/{lang}/{version}/getting_started/about/introduction.html
RedirectMatch "^/manual/{lang}/{version}/animation/armatures/bones/properties/introduction.html" "^/manual/{lang}/{version}/animation/armatures/bones/properties/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" RedirectMatch "^/manual/{lang}/{version}/advanced/command_line/introduction.html" "^/manual/{lang}/{version}/advanced/command_line/index.html"
RedirectMatch "^/manual/{lang}/{version}/modeling/geometry_nodes/utilities/rotation/align_euler_to_vector.html" "^/manual/{lang}/{version}/modeling/geometry_nodes/utilities/rotation/align_rotation_to_vector.html"
RedirectMatch "^/manual/{lang}/{version}/modeling/modifiers/modify/normal_edit.html" "^/manual/{lang}/{version}/modeling/modifiers/normals/normal_edit.html"
RedirectMatch "^/manual/{lang}/{version}/modeling/modifiers/modify/weighted_normal.html" "^/manual/{lang}/{version}/modeling/modifiers/normals/weighted_normal.html"
RedirectMatch "^/manual/{lang}/{version}/sculpt_paint/brush/brush.html" "^/manual/{lang}/{version}/sculpt_paint/brush/introduction.html" RedirectMatch "^/manual/{lang}/{version}/sculpt_paint/brush/brush.html" "^/manual/{lang}/{version}/sculpt_paint/brush/introduction.html"

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@ -14,7 +14,8 @@ compatible extensions are listed:
- ``platform`` - ``platform``
- ``blender_version`` - ``blender_version``
This means that servers have the chance to handle these arguments to output a single entry per-extension on the listing. This means that servers have the chance to handle these arguments to output a single entry per-extension on the
listing.
These arguments are passed as parameters to the server via a query URL: These arguments are passed as parameters to the server via a query URL:

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@ -5,6 +5,7 @@ Creating a Static Extensions Repository
To host your own extensions and leverage Blender update system all that is required is a static JSON file on a server, To host your own extensions and leverage Blender update system all that is required is a static JSON file on a server,
pointing towards download links for the extensions. pointing towards download links for the extensions.
JSON JSON
==== ====
@ -14,15 +15,45 @@ To generate a valid JSON file you can use the command-line tool:
blender --command extension server-generate --repo-dir=/path/to/packages blender --command extension server-generate --repo-dir=/path/to/packages
This creates a listing from all the packages found in the specified location. This creates an ``index.json`` listing from all the packages found in the specified location.
See :ref:`server-generate <command-line-args-extension-server-generate>` docs. See :ref:`server-generate <command-line-args-extension-server-generate>` docs.
The generated JSON is aligned with the `API <https://developer.blender.org/docs/features/extensions/api_listing/>`__. The generated JSON is aligned with the `API <https://developer.blender.org/docs/features/extensions/api_listing/>`__.
Testing
-------
To test the generated repository, create a new "Remote" repository from the user preferences:
- **Extensions -> Repositories -> [+] -> Add Remote Repository**
- In the **URL** paste the location of the generated JSON.
So the example ``/path/to/packages`` would use the: ``file:///path/to/packages/index.json``.
You may wish to use a web browser to navigate to the file-system location and copy that URL into Blender.
HTML
====
The ``server-generate`` command can optionally create a simple website using the ``--html`` argument.
which can be used
to view extensions online, the links can dropped into Blender for installation.
For a sample of the HTML code you can use to list all the extensions in the repository, use the ``html`` option
when generating the server.
.. code:: bash
blender --command extension server-generate --repo-dir=/path/to/packages --html
This creates an ``index.html`` file with all the extra URLs parameters ready to use.
Download Links Download Links
============== --------------
In order to support drag and drop for installing from a remote repository, In order to support drag and drop for installing from a remote repository,
there are a few optional ways to prepare the URLs. there are a few optional ways to prepare the URLs.
@ -51,20 +82,8 @@ With the exception of the ``repository``, all the other parameters can be extrac
Those arguments are to be encoded as part of the URL. Those arguments are to be encoded as part of the URL.
Expected format: Expected format:
``<URL>.zip?repository=<repository>&blender_version_min=<version_min>&blender_max=<version_max_exclusive>&platforms=<platform1,platform2,...>`` ``<URL>.zip?repository=<repository>&blender_version_min=<version_min>&blender_max=
<version_max_exclusive>&platforms=<platform1,platform2,...>``
Example: Example:
``https://extensions.blender.org/add-ons/amaranth-toolset/1.0.23/download/add-on-amaranth-toolset-v1.0.23.zip?repository=/api/v1/extensions/&blender_version_min=4.2.0&platforms=linux-x64,macos-x64`` ``https://extensions.blender.org/add-ons/amaranth-toolset/1.0.23/download/add-on-amaranth-toolset-v1.0.23.zip?repository=/api/v1/extensions/&blender_version_min=4.2.0&platforms=linux-x64,macos-x64``
HTML Example
------------
For a sample of the HTML code you can use to list all the extensions in the repository, use the ``html`` option
when generating the server.
.. code:: bash
blender --command extension server-generate --repo-dir=/path/to/packages --html
This creates a ``download.html`` file with all the extra URLs parameters ready to use.

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@ -143,7 +143,7 @@ Required values:
:maintainer: Maintainer of the extension. :maintainer: Maintainer of the extension.
:name: Complete name of the extension. :name: Complete name of the extension.
:schema_version: Internal version of the file format - use ``1.0.0``. :schema_version: Internal version of the file format - use ``1.0.0``.
:tagline: One-line short description - cannot end with punctuation. :tagline: One-line short description, up to 64 characters - cannot end with punctuation.
:type: "add-on", "theme". :type: "add-on", "theme".
:version: Version of the extension - must follow `semantic versioning <https://semver.org/>`__. :version: Version of the extension - must follow `semantic versioning <https://semver.org/>`__.
@ -161,7 +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 punctuation). Each permission should be followed by an explanation (short single-sentence, up to 64 characters, with no end punctuation).
Optional values for "build": Optional values for "build":

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@ -5,7 +5,8 @@ Extensions Tags
*************** ***************
A different set of tags is available for the different extensions types. A different set of tags is available for the different extensions types.
This is the list of the tags currently supported by the `Blender Extensions Platform <https://extensions.blender.org/>`_: This is the list of the tags currently supported by the `Blender Extensions Platform
<https://extensions.blender.org/>`_:
Add-ons Add-ons
======= =======

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@ -225,18 +225,22 @@ Shading
.. _bpy.types.View3DOverlay.show_retopology: .. _bpy.types.View3DOverlay.show_retopology:
Retopology Retopology
Hide the solid mesh and offset the overlay towards the view. This overlay is useful when you have a sculpted mesh with the desired shape and
Selection is occluded by inactive geometry, unless X-Ray is enabled want to recreate it with better topology. It makes the edited mesh see-through
(so that you can see the sculpted mesh underneath it) and optionally renders it
in front of nearby geometry (so that you can see it underneath the sculpted mesh).
.. _bpy.types.View3DOverlay.retopology_offset: .. _bpy.types.View3DOverlay.retopology_offset:
Offset Offset
Amount to offset edit mesh in front of other geometry. Distance to "move the edited mesh towards the camera." Use this to display the
mesh in front of other objects that would normally occlude it.
.. _bpy.types.View3DOverlay.show_weight: .. _bpy.types.View3DOverlay.show_weight:
Vertex Groups Weights Vertex Groups Weights
Display weights in Edit Mode. Visualize the weights of the active vertex group,
much like in :doc:`Weight Paint </sculpt_paint/weight_paint/introduction>` mode.
.. _bpy.types.ToolSettings.vertex_group_user: .. _bpy.types.ToolSettings.vertex_group_user:

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@ -32,7 +32,8 @@ Center View to Cursor
View Lock to Active View Lock to Active
Centers the view on the active object and makes it the point of interest. The view Centers the view on the active object and makes it the point of interest. The view
will continue orbiting around it even if you pan to a different location. will continue orbiting around the object even if you pan to a different location.
In addition, it will follow the object if it moves.
View Lock Clear View Lock Clear
Returns the view to how it was before using *View Lock to Active*. Returns the view to how it was before using *View Lock to Active*.

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@ -11,6 +11,8 @@ Select Menu
.. seealso:: .. seealso::
:doc:`/interface/selecting`. :doc:`/interface/selecting`.
.. _bpy.ops.action.select_all:
All :kbd:`A` All :kbd:`A`
Selects all keyframes. Selects all keyframes.
None :kbd:`Alt-A` None :kbd:`Alt-A`
@ -32,6 +34,18 @@ Box Select (Axis Range) :kbd:`Alt-B`
---------- ----------
More :kbd:`Ctrl-NumpadPlus`
Expand the selection to include the neighbors (in time) of the currently selected keys.
Less :kbd:`Ctrl-NumpadMinus`
Deselect keyframes with fewer than two selected neighbors.
----------
Select Linked :kbd:`L`
Select keys that are on the same channel as a key that's already selected.
----------
Columns on Selected Keys :kbd:`K` Columns on Selected Keys :kbd:`K`
Selects keys that are on the same frame as a key that's already selected. Selects keys that are on the same frame as a key that's already selected.
Column on Current Frame :kbd:`Ctrl-K` Column on Current Frame :kbd:`Ctrl-K`
@ -50,18 +64,6 @@ After Current Frame :kbd:`]`
Select the keys that lie after (or on) the current frame. Select the keys that lie after (or on) the current frame.
You can also click :kbd:`Shift-Ctrl-LMB` anywhere to the right of the Playhead. You can also click :kbd:`Shift-Ctrl-LMB` anywhere to the right of the Playhead.
----------
Select More :kbd:`Ctrl-NumpadPlus`
Expand the selection to include the neighbors (in time) of the currently selected keys.
Select Less :kbd:`Ctrl-NumpadMinus`
Deselect keyframes with fewer than two selected neighbors.
----------
Select Linked :kbd:`L`
Select keys that are on the same channel as a key that's already selected.
.. _dopesheet-marker-menu: .. _dopesheet-marker-menu:
Marker Menu Marker Menu

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@ -145,6 +145,41 @@ File Browser
:New Window: A new File Browser editor is opened as a regularly sized temporary window. :New Window: A new File Browser editor is opened as a regularly sized temporary window.
.. _prefs-interface-status_bar:
Status Bar
----------
Preferences that affect the :doc:`/interface/window_system/status_bar`.
.. _bpy.types.PreferencesView.show_statusbar:
.. rubric:: Show
Scene Statistics
Shows information about the data in the active scene.
- **Collection**: The name of the active :doc:`Collection </scene_layout/collections/index>`.
- **Active Object**: The name of the active selected object.
- **Geometry**: Information about the current scene depending on the mode and object type.
This can be the number of vertices, faces, triangles, or bones.
- **Objects**: The number of selected objects and the total count of objects.
Scene Duration
Shows the total amount of time of the playback along with the current frame number and total frame count.
The format of the duration text is determined by the :ref:`Timecode Style <bpy.types.PreferencesView.timecode_style>`.
System Memory
Shows an estimate of Blender's RAM consumption. On a single-instance single-machine scenario,
this estimate provides a measurement against the hardware limit of the machine.
Extensions Updates
Shows the number of :doc:`extensions </advanced/extensions/index>` with available updates.
Blender Version
Shows the version number of Blender that is currently running.
.. _prefs-interface-translation: .. _prefs-interface-translation:
Language Language

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@ -1,5 +1,3 @@
.. _bpy.ops.preferences.theme_install:
.. _bpy.ops.preferences.reset_default_theme:
.. _bpy.types.Theme: .. _bpy.types.Theme:
****** ******
@ -15,12 +13,39 @@ change in the multi-choice list at the left, and adjusting colors as required.
Notice that changes appear in real-time on your screen. In addition, details such as the dot size Notice that changes appear in real-time on your screen. In addition, details such as the dot size
in the *3D Viewport* or the *Graph Editor* can also be changed. in the *3D Viewport* or the *Graph Editor* can also be changed.
Themes use Blender's preset system to save a theme. Preset Management
=================
Theme Presets
Select the Theme from a list of predefined Themes.
.. _bpy.ops.wm.interface_theme_preset_add:
You add a custom theme to the preset list by :kbd:`LMB` on the *Add* button ``+``.
.. _bpy.ops.wm.interface_theme_preset_remove:
You remove a custom theme from the preset list by :kbd:`LMB` on the *Remove* button ``-``.
.. _bpy.ops.wm.interface_theme_preset_save:
You save a custom theme in the preset list by :kbd:`LMB` on the *Save* button.
This will save the theme to an XML file in the ``./scripts/presets/interface_theme/`` subdirectory of one of This will save the theme to an XML file in the ``./scripts/presets/interface_theme/`` subdirectory of one of
the :doc:`configuration directories </advanced/blender_directory_layout>`. the :doc:`configuration directories </advanced/blender_directory_layout>`.
.. figure:: /images/editors_preferences_themes_example.png .. _bpy.ops.preferences.theme_install:
Install
Load and apply a Blender XML theme file and add it to the list of theme presets.
.. _bpy.ops.preferences.reset_default_theme:
Reset
Reset to the default theme colors.
Blender comes bundled with a small selection of themes. Blender comes bundled with a small selection of themes.
.. figure:: /images/editors_preferences_themes_example.png
This is an example of the theme *Blender Light*. This is an example of the theme *Blender Light*.

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@ -135,7 +135,7 @@ Show Overlays
Lets you show/hide all overlays using the toggle button, or specific overlays Lets you show/hide all overlays using the toggle button, or specific overlays
using the drop-down arrow. See :doc:`/editors/uv/overlays`. using the drop-down arrow. See :doc:`/editors/uv/overlays`.
Active UV Loop Layer Active UV Map Layer
Select which UV map to use. Select which UV map to use.
Display Channels Display Channels

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@ -61,6 +61,8 @@ Shared Vertex
Select Menu Select Menu
=========== ===========
.. _bpy.ops.uv.select_all:
All :kbd:`A` All :kbd:`A`
Selects all UV elements. Selects all UV elements.
None :kbd:`Alt-A` None :kbd:`Alt-A`
@ -73,15 +75,10 @@ Box Select Pinned :kbd:`Ctrl-B`
Like *Box Select*, but only selects :ref:`pinned <bpy.ops.uv.pin>` UV vertices. Like *Box Select*, but only selects :ref:`pinned <bpy.ops.uv.pin>` UV vertices.
Circle Select Circle Select
See :ref:`Circle Select <bpy.ops.*.select_circle>`. See :ref:`Circle Select <bpy.ops.*.select_circle>`.
Lasso Select
See :ref:`Lasso Select <bpy.ops.*.select_lasso>`.
More/Less :kbd:`Ctrl-NumpadPlus`, :kbd:`Ctrl-NumpadMinus` More/Less :kbd:`Ctrl-NumpadPlus`, :kbd:`Ctrl-NumpadMinus`
Expands/contracts the selection to/from the adjacent elements. Expands/contracts the selection to/from the adjacent elements.
Select Pinned :kbd:`Shift-P`
Selects all pinned UVs.
Select Linked
Linked :kbd:`Ctrl-L`
Selects all elements that are connected to the currently selected ones.
Shortest Path
Selects the path between two selected elements. (See below)
.. _bpy.ops.uv.select_similar: .. _bpy.ops.uv.select_similar:
@ -125,6 +122,13 @@ Select Similar :kbd:`Shift-G`
Threshold Threshold
Tolerance for values that are almost, but not quite the same. A higher threshold will select more elements. Tolerance for values that are almost, but not quite the same. A higher threshold will select more elements.
Select Linked
Linked :kbd:`Ctrl-L`
Selects all elements that are connected to the currently selected ones.
Shortest Path
Selects the path between two selected elements. (See below)
Select Pinned :kbd:`Shift-P`
Selects all pinned UVs.
Select Split :kbd:`Y` Select Split :kbd:`Y`
"Detaches" the selected faces so they can be moved elsewhere without affecting their neighbors. "Detaches" the selected faces so they can be moved elsewhere without affecting their neighbors.

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@ -18,6 +18,13 @@ see `Asset Catalogs on the Blender Developer Documentation <https://developer.bl
.. figure:: /images/asset-browser-catalogs.png .. figure:: /images/asset-browser-catalogs.png
:width: 640px :width: 640px
:figclass: only-light
Example file system and catalog structures.
.. figure:: /images/asset-browser-catalogs_dark.png
:width: 640px
:figclass: only-dark
Example file system and catalog structures. Example file system and catalog structures.

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@ -72,6 +72,8 @@ Open Recent
Displays a list of recently opened blend-files. Displays a list of recently opened blend-files.
Hovering over items will show a preview, and information about the blend-file. Hovering over items will show a preview, and information about the blend-file.
Select any of the file names in the list to open that blend-file. Select any of the file names in the list to open that blend-file.
When :kbd:`RMB` on a listed item, a context menu will appear; One of the available options is *Open File Location*, which will open that
location in an OS file explorer or Finder window.
Clear Recent Files List Clear Recent Files List
Removes all items from the list. Removes all items from the list.

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@ -1,9 +1,9 @@
******* ****************
Collada Collada (Legacy)
******* ****************
.. warning:: .. important::
COLLADA I/O support is now considered as a legacy feature in Blender, and will be removed COLLADA I/O support is now considered as a legacy feature in Blender, and will be removed
in a future release. in a future release.
@ -17,14 +17,14 @@ 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
================ ================
.. reference::
:Menu: :menuselection:`File --> Export Collada (.dae) (Legacy)`
.. figure:: /images/files_import-export_collada_export.png .. figure:: /images/files_import-export_collada_export.png
:align: right :align: right
@ -197,6 +197,10 @@ Keep Bind Info
Collada Importer Collada Importer
================ ================
.. reference::
:Menu: :menuselection:`File --> Export Collada (.dae) (Legacy)`
.. figure:: /images/files_import-export_collada_import.png .. figure:: /images/files_import-export_collada_import.png
:align: right :align: right

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@ -1,16 +1,17 @@
.. _bpy.ops.wm.gpencil_export_pdf:
*********************************************** *****************************
Portable Document Format (PDF) as Grease Pencil Export Grease Pencil as (PDF)
*********************************************** *****************************
This format is use for interchanging PDFs between applications, The Portable Document Format (PDF) is use for interchanging PDFs between applications,
it support the export of Grease Pencil animation creating one page in the PDF document for each keyframe selected. it support the export of Grease Pencil animation creating one page in the PDF document for each keyframe selected.
.. warning:: The exporter only works in Object Mode. .. warning:: The exporter only works in Object Mode.
Export Options Options
============== =======
The following options are available when exporting to PDF: The following options are available when exporting to PDF:
@ -40,4 +41,4 @@ Fill
Normalize Normalize
When enabled, Export strokes with constant thickness. When enabled, Export strokes with constant thickness.
.. note:: The export of the Grease Pencil strokes is doing always from camera view. .. note:: The export of the Grease Pencil strokes is always from camera view.

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@ -1,17 +1,23 @@
*********************************************** **********************************
Scalable Vector Graphics (SVG) as Grease Pencil Import/Export SVG as Grease Pencil
*********************************************** **********************************
This format is use for interchanging vector based illustrations between applications The Scalable Vector Graphics (SVG) format is use for interchanging vector based illustrations between applications
and is supported by vector graphics editors such as Inkscape, and modern browsers among others. and is supported by vector graphics editors such as Inkscape, and modern browsers among others.
.. warning:: The exporter only works in Object Mode. .. warning:: The exporter only works in Object Mode.
.. _bpy.ops.wm.gpencil_import_svg:
Import Import
====== ======
.. reference::
:menu: :menuselection:`File --> Import --> SVG as Grease Pencil`
Options Options
------- -------
@ -22,9 +28,15 @@ Scale
Generated strokes scale. Generated strokes scale.
.. _bpy.ops.wm.gpencil_export_svg:
Export Export
====== ======
.. reference::
:menu: :menuselection:`File --> Export --> Grease Pencil as SVG`
Options Options
------- -------

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@ -106,7 +106,46 @@ Import Options
The following options are available when importing from USD: The following options are available when importing from USD:
Data Types
General
-------
Path Mask
Import only the subset of the USD scene rooted at the given primitive.
Include
Visible Primitives Only
Do not import invisible USD primitives. Only applies to primitives with a non-animated
`visibility <https://graphics.pixar.com/usd/release/glossary.html#USDGlossary-Visibility>`__ attribute.
Primitives with animated visibility will always be imported.
Set Frame Range
Update the scene's start and end frame to match those of the USD stage.
Create Collection
Add all imported objects to a new collection.
Relative Path
Select the file relative to the blend-file.
Scale
Value by which to scale the imported objects in relation to the world's origin.
Light Intensity Scale
Scale for the intensity of imported lights.
Custom Properties
Behavior when importing USD attributes as :doc:`Custom Properties <files-data_blocks-custom-properties>`.
:None: Does not import USD custom attributes.
:User:
Imports USD attributes in the ``userProperties`` namespace as custom properties.
The namespace will be stripped from the property names.
:All Custom:
Imports all USD custom attributes as custom properties.
Namespaces will be retained in the property names.
Object Types
------------
Cameras Cameras
Import cameras (perspective and orthographic). Import cameras (perspective and orthographic).
Curves Curves
@ -120,58 +159,46 @@ Data Types
Import meshes. Import meshes.
Volumes Volumes
Import USD OpenVDB field assets. Import USD OpenVDB field assets.
Shapes Point Clouds
Imports USD ``UsdGeomPoints`` as a :doc:`/modeling/point_cloud` object.
USD Shapes
Imports USD primitive shapes (cubes, spheres, cones, ect) as Blender meshes. Imports USD primitive shapes (cubes, spheres, cones, ect) as Blender meshes.
Skeletons
Imports USD skeletons as Blender's :doc:`/animation/armatures/index`.
Blend Shapes
Imports USD skeletons as Blender's :doc:`/animation/shape_keys/index`.
Path Mask USD Purpose
Import only the subset of the USD scene rooted at the given primitive. Render
Include primitives with purpose ``render``.
Proxy
Include primitives with purpose ``proxy``.
Guide
Include primitives with
`purpose <https://graphics.pixar.com/usd/release/glossary.html#USDGlossary-Purpose>`__ ``guide``.
Scale
Value by which to scale the imported objects in relation to the world's origin.
Mesh Data Geometry
--------
UV Coordinates UV Coordinates
Read mesh UV coordinates. Read mesh UV coordinates.
Color Attributes Color Attributes
Convert the USD mesh ``displayColor`` values to Blender's Color Attributes. Convert the USD mesh ``displayColor`` values to Blender's Color Attributes.
Mesh attributes Mesh Attributes
Read USD ``Primvars`` as mesh attributes. Read USD ``Primvars`` as mesh attributes.
Subdivision
Create Subdivision Surface modifiers based on the USD ``SubdivisionScheme`` attribute.
Validate Meshes Validate Meshes
Check the imported mesh for corrupt data and fix it if necessary. Check the imported mesh for corrupt data and fix it if necessary.
When disabled, erroneous data may cause crashes displaying or editing the meshes. When disabled, erroneous data may cause crashes displaying or editing the meshes.
This option will make the importing slower but is recommended, as data errors are not always obvious. This option will make the importing slower but is recommended, as data errors are not always obvious.
Include
Subdivision
Create Subdivision Surface modifiers based on the USD ``SubdivisionScheme`` attribute.
Scene Instancing
Import USD scene graph instances as collection instances, otherwise they are imported as copies.
Visible Primitives Only
Do not import invisible USD primitives. Only applies to primitives with a non-animated
`visibility <https://graphics.pixar.com/usd/release/glossary.html#USDGlossary-Visibility>`__ attribute.
Primitives with animated visibility will always be imported.
Guide
Include primitives with
`purpose <https://graphics.pixar.com/usd/release/glossary.html#USDGlossary-Purpose>`__ ``guide``.
Proxy
Include primitives with purpose ``proxy``.
Render
Include primitives with purpose ``render``.
Options Rigging
Set Frame Range -------
Update the scene's start and end frame to match those of the USD stage.
Relative Path
Select the file relative to the blend-file.
Create Collection
Add all imported objects to a new collection.
Light Intensity Scale Shape Keys
Scale for the intensity of imported lights. Imports USD blend shapes as Blender's :doc:`/animation/shape_keys/index`.
Armatures
Imports USD skeletons as Blender's :doc:`/animation/armatures/index`.
Materials Materials
@ -184,6 +211,9 @@ Import All Materials
Import USD Preview Import USD Preview
Convert USD Preview Surface shaders to Principled BSDF shader networks. Convert USD Preview Surface shaders to Principled BSDF shader networks.
Create World Material
Converts the first discovered USD dome light to a :doc:`world background shader </render/lights/world>`.
Set Material Blend Set Material Blend
If the *Import USD Preview* option is enabled, the material blend method will automatically be set based on If the *Import USD Preview* option is enabled, the material blend method will automatically be set based on
the ``opacity`` and ``opacityThreshold`` shader inputs, allowing for visualization of transparent objects. the ``opacity`` and ``opacityThreshold`` shader inputs, allowing for visualization of transparent objects.
@ -225,6 +255,13 @@ File Name Collision
:Overwrite: Overwrite existing files. :Overwrite: Overwrite existing files.
Particles and Instancing
------------------------
Scene Instancing
Import USD scene graph instances as collection instances, otherwise they are imported as copies.
Exporting to USD Files Exporting to USD Files
====================== ======================
@ -271,23 +308,65 @@ Export Options
The following options are available when exporting to USD: The following options are available when exporting to USD:
General
-------
Root Prim
If set, add a transform primitive with the given path to the stage as the parent of all exported data.
Include
Selection Only Selection Only
When checked, only selected objects are exported. When checked, only selected objects are exported.
Instanced objects, for example collections that are instanced in the scene, Instanced objects, for example collections that are instanced in the scene,
are considered 'selected' when their instancer is selected. are considered 'selected' when their instancer is selected.
Visible Only Visible Only
Only exports objects that are not :doc:`hidden </scene_layout/object/editing/show_hide>`. Only exports objects that are not :doc:`hidden </scene_layout/object/editing/show_hide>`.
Invisible parents of exported objects are exported as empty transforms. Invisible parents of exported objects are exported as empty transforms.
Animation Animation
When checked, the entire scene frame range is exported. When checked, the entire scene frame range is exported.
When unchecked, only the current scene frame is exported. When unchecked, only the current scene frame is exported.
Blender Data
Custom Properties
Exports :doc:`Custom Properties <files-data_blocks-custom-properties>`
as USD attributes in the ``userProperties`` namespace.
Blender Names
Author USD custom attributes containing the original Blender object and object data names.
Allow Unicode
Preserves UTF-8 encoded characters when writing USD prim and property names
(requires software utilizing USD 24.03 or greater when opening the resulting files).
File References
Relative Paths
Use relative paths to reference external files (i.e. textures, volumes) in the exported USD file,
otherwise use absolute paths.
Convert Orientation
Convert orientation axis to a different convention to match other applications.
Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
For example, its common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.
Forward / Up Axis
By mapping these to different axes you can convert rotations between applications default up and forward axes.
Use Settings for
Determines the whether to use *Viewport* or *Render* visibility of collection, modifiers,
or any other property that can be set for both the *Viewport* and *Render*.
Object Types
------------
Hair Hair
When checked, parent hair strands are exported as a curve system. When checked, parent hair strands are exported as a curve system.
Hair strand colors are not exported. Hair strand colors are not exported.
Geometry
--------
UV Maps UV Maps
When checked, includes UV coordinates for exported meshes. When checked, includes UV coordinates for exported meshes.
The name of the UV map in USD is the same as the name in Blender. The name of the UV map in USD is the same as the name in Blender.
@ -297,22 +376,15 @@ UV Maps
Normals Normals
When checked, includes normals for exported meshes. This includes custom loop normals. When checked, includes normals for exported meshes. This includes custom loop normals.
Materials
Exports material information of the object.
By default the exporter approximates the :doc:`/render/shader_nodes/shader/principled`
node tree by converting it to USD's Preview Surface format.
If *To USD Preview Surface* is disabled, the material is set to the viewport materials of meshes.
Additional material properties are set in the *Material* grouping of options.
When a mesh has multiple materials assigned, a geometry subset is created for each material.
The first material (if any) is always applied to the mesh itself as well
(regardless of the existence of geometry subsets),
because the Hydra viewport does not support materials on subsets.
See `USD issue #542 <https://github.com/PixarAnimationStudios/USD/issues/542>`__
for more information.
Rigging Rigging
-------
Shape Keys
Export shape keys as USD blend shapes.
Absolute shape keys are not supported.
Armatures Armatures
Export :doc:`Armatures </animation/armatures/index>` and meshes with Export :doc:`Armatures </animation/armatures/index>` and meshes with
:doc:`Armature Modifiers </modeling/modifiers/deform/armature>` as USD skeletons and skinned meshes. :doc:`Armature Modifiers </modeling/modifiers/deform/armature>` as USD skeletons and skinned meshes.
@ -321,28 +393,27 @@ Materials
- Modifiers in addition to Armature modifiers will not be applied. - Modifiers in addition to Armature modifiers will not be applied.
- Bendy bones are not supported. - Bendy bones are not supported.
Only Deform Bones Only Deform Bones
Only export :ref:`deform bones <bpy.types.Bone.use_deform>` and their parents. Only export :ref:`deform bones <bpy.types.Bone.use_deform>` and their parents.
Shape Keys
Export shape keys as USD blend shapes.
Absolute shape keys are not supported.
Root Prim
If set, add a transform primitive with the given path to the stage as the parent of all exported data.
Use Settings for
Determines the whether to use *Viewport* or *Render* visibility of collection, modifiers,
or any other property that can be set for both the *Viewport* and *Render*.
Materials Materials
--------- ---------
Additional options when *Materials* are enabled for export. Exports material information of the object.
By default the exporter approximates the :doc:`/render/shader_nodes/shader/principled`
node tree by converting it to USD's Preview Surface format.
If *To USD Preview Surface* is disabled, the material is set to the viewport materials of meshes.
To USD Preview Surface When a mesh has multiple materials assigned, a geometry subset is created for each material.
The first material (if any) is always applied to the mesh itself as well
(regardless of the existence of geometry subsets),
because the Hydra viewport does not support materials on subsets.
See `USD issue #542 <https://github.com/PixarAnimationStudios/USD/issues/542>`__
for more information.
USD Preview Surface Network
When exporting materials, approximate a :doc:`/render/shader_nodes/shader/principled` When exporting materials, approximate a :doc:`/render/shader_nodes/shader/principled`
node tree to by converting it to USD's Preview Surface format. node tree to by converting it to USD's Preview Surface format.
If disabled, the material is set to the viewport materials of meshes. If disabled, the material is set to the viewport materials of meshes.
@ -352,6 +423,11 @@ To USD Preview Surface
Not all nodes are supported; currently only Diffuse, Not all nodes are supported; currently only Diffuse,
Principle, Image Textures, and UVMap nodes are support. Principle, Image Textures, and UVMap nodes are support.
Convert World Material
Convert the :doc:`world material </render/lights/world>` to a USD dome light.
Currently works for simple materials, consisting of an environment texture connected to a background shader,
with an optional vector multiply of the texture color.
Export Textures Export Textures
Export textures referenced by shader nodes to a "textures" Export textures referenced by shader nodes to a "textures"
folder which in the same directory as the USD file. folder which in the same directory as the USD file.
@ -360,14 +436,6 @@ Overwrite Textures
Allow overwriting existing texture files when exporting textures. Allow overwriting existing texture files when exporting textures.
File References
---------------
Relative Paths
Use relative paths to reference external files (i.e. textures, volumes) in the exported USD file,
otherwise use absolute paths.
Experimental Experimental
------------ ------------

View File

@ -13,28 +13,32 @@ a couple of initial preferences to configure how you interact with Blender.
These options can always be changed later in the :doc:`Preferences </editors/preferences/index>`. These options can always be changed later in the :doc:`Preferences </editors/preferences/index>`.
Import Existing Settings Import Preferences From Previous Version
======================== ========================================
This is where you can copy settings from an older version of Blender. This is where you can copy preferences from an older version of Blender.
Doing so will copy preferences and startup files from the previous version of Blender and then loads them. Doing so will copy preferences and startup files from the previous version of Blender and then loads them.
The settings need to be imported from previous versions because the configuration files of each Blender version The preferences need to be imported from previous versions because the configuration files of each Blender version
are stored in separate folders. Refer to the :doc:`/advanced/blender_directory_layout` page are stored in separate folders. Refer to the :doc:`/advanced/blender_directory_layout` page
for the location of these folders. for the location of these folders.
If you would like to start fresh with the new version, continue to `Create New Settings`_. If you would like to start fresh with the new version, continue to `Create New Preferences`_.
Create New Settings Create New Preferences
=================== ======================
Language Language
The language used in the user interface. The language used in the user interface.
The list is broken up into categories determining how complete the translations are. The list is broken up into categories determining how complete the translations are.
More language preferences can be set in the :ref:`Translation Preferences <prefs-interface-translation>`. More language preferences can be set in the :ref:`Translation Preferences <prefs-interface-translation>`.
Shortcuts Theme
Choose between a light or dark theme for Blender.
Themes can be customized more in the :doc:`Preferences </editors/preferences/themes>`.
Keymap
Presets for the default :doc:`keymap </editors/preferences/keymap>` for Blender. Presets for the default :doc:`keymap </editors/preferences/keymap>` for Blender.
Note that this manual assumes that you use the "Blender" keymap. Note that this manual assumes that you use the "Blender" keymap.
@ -49,10 +53,10 @@ Shortcuts
and is intended for people who use many different such applications. and is intended for people who use many different such applications.
Read more about this keymap :doc:`here </interface/keymap/industry_compatible>`. Read more about this keymap :doc:`here </interface/keymap/industry_compatible>`.
Select With Mouse Select
Controls which mouse button, either right or left, is used to select items in Blender. Controls which mouse button, either right or left, is used to select items in Blender.
Spacebar Spacebar Action
Controls the action of :kbd:`Spacebar`. Controls the action of :kbd:`Spacebar`.
These and other shortcuts can be modified in the :doc:`keymap preferences </editors/preferences/keymap>`. These and other shortcuts can be modified in the :doc:`keymap preferences </editors/preferences/keymap>`.
@ -66,12 +70,8 @@ Spacebar
Opens up the :doc:`Menu Search </interface/controls/templates/operator_search>`. Opens up the :doc:`Menu Search </interface/controls/templates/operator_search>`.
This option is good for someone who is new to Blender and is unfamiliar with its menus and shortcuts. This option is good for someone who is new to Blender and is unfamiliar with its menus and shortcuts.
Theme Save New Preferences
Choose between a light or dark theme for Blender. Saves the preferences set above and opens the regular :ref:`splash`.
Themes can be customized more in the :doc:`Preferences </editors/preferences/themes>`.
Save New Settings
Saves the settings set above and opens the regular :ref:`splash`.
Saving Defaults Saving Defaults

View File

@ -915,9 +915,13 @@ This page lists definitions for terms used in Blender and this manual.
See :term:`Vertex`, :term:`Edge`, and :term:`Face`. See :term:`Vertex`, :term:`Edge`, and :term:`Face`.
Transform Transform
Transformation
The combination of location, rotation, and scale. The combination of location, rotation, and scale.
Can be expressed in :term:`World Space` or :term:`Local Space`. Can be expressed in :term:`World Space` or :term:`Local Space`.
Transformation Matrix
A matrix that is used to represent the :term:`Transformation` of an item.
Triangle Triangle
:term:`Face` with exactly three :term:`Vertices <Vertex>`. :term:`Face` with exactly three :term:`Vertices <Vertex>`.

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