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
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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}/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"

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@ -14,7 +14,8 @@ compatible extensions are listed:
- ``platform``
- ``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:

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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,
pointing towards download links for the extensions.
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
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.
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
==============
--------------
In order to support drag and drop for installing from a remote repository,
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.
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:
``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.
:name: Complete name of the extension.
: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".
:version: Version of the extension - must follow `semantic versioning <https://semver.org/>`__.
@ -161,7 +161,7 @@ Optional values:
:permissions:
Add-ons can list which resources they require. The available options are
*files*, *network*, *clipboard*, *camera*, *microphone*.
Each permission should be followed by an explanation (short single-sentence with no end punctuation).
Each permission should be followed by an explanation (short single-sentence, up to 64 characters, with no end punctuation).
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.
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
=======

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@ -225,18 +225,22 @@ Shading
.. _bpy.types.View3DOverlay.show_retopology:
Retopology
Hide the solid mesh and offset the overlay towards the view.
Selection is occluded by inactive geometry, unless X-Ray is enabled
This overlay is useful when you have a sculpted mesh with the desired shape and
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:
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:
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:

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@ -32,7 +32,8 @@ Center View to Cursor
View Lock to Active
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
Returns the view to how it was before using *View Lock to Active*.

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@ -11,6 +11,8 @@ Select Menu
.. seealso::
:doc:`/interface/selecting`.
.. _bpy.ops.action.select_all:
All :kbd:`A`
Selects all keyframes.
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`
Selects keys that are on the same frame as a key that's already selected.
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.
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:
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.
.. _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:
Language

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@ -1,5 +1,3 @@
.. _bpy.ops.preferences.theme_install:
.. _bpy.ops.preferences.reset_default_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
in the *3D Viewport* or the *Graph Editor* can also be changed.
Themes use Blender's preset system to save a theme.
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>`.
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
the :doc:`configuration directories </advanced/blender_directory_layout>`.
.. _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.
.. figure:: /images/editors_preferences_themes_example.png
Blender comes bundled with a small selection of themes.
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
using the drop-down arrow. See :doc:`/editors/uv/overlays`.
Active UV Loop Layer
Active UV Map Layer
Select which UV map to use.
Display Channels

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@ -61,6 +61,8 @@ Shared Vertex
Select Menu
===========
.. _bpy.ops.uv.select_all:
All :kbd:`A`
Selects all UV elements.
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.
Circle Select
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`
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:
@ -125,6 +122,13 @@ Select Similar :kbd:`Shift-G`
Threshold
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`
"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
: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.

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@ -72,6 +72,8 @@ Open Recent
Displays a list of recently opened blend-files.
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.
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
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
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.
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
================
.. reference::
:Menu: :menuselection:`File --> Export Collada (.dae) (Legacy)`
.. figure:: /images/files_import-export_collada_export.png
:align: right
@ -197,6 +197,10 @@ Keep Bind Info
Collada Importer
================
.. reference::
:Menu: :menuselection:`File --> Export Collada (.dae) (Legacy)`
.. figure:: /images/files_import-export_collada_import.png
: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.
.. warning:: The exporter only works in Object Mode.
Export Options
==============
Options
=======
The following options are available when exporting to PDF:
@ -40,4 +41,4 @@ Fill
Normalize
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.
.. warning:: The exporter only works in Object Mode.
.. _bpy.ops.wm.gpencil_import_svg:
Import
======
.. reference::
:menu: :menuselection:`File --> Import --> SVG as Grease Pencil`
Options
-------
@ -22,9 +28,15 @@ Scale
Generated strokes scale.
.. _bpy.ops.wm.gpencil_export_svg:
Export
======
.. reference::
:menu: :menuselection:`File --> Export --> Grease Pencil as SVG`
Options
-------

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@ -106,72 +106,99 @@ Import Options
The following options are available when importing from USD:
Data Types
Cameras
Import cameras (perspective and orthographic).
Curves
Import curve primitives, including USD basis and NURBS curves.
(Note that support for Bézier basis is not yet fully implemented.)
Lights
Import lights. Does not currently include USD dome, cylinder or geometry lights.
Materials
Import materials.
Meshes
Import meshes.
Volumes
Import USD OpenVDB field assets.
Shapes
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`.
General
-------
Path Mask
Import only the subset of the USD scene rooted at the given primitive.
Scale
Value by which to scale the imported objects in relation to the world's origin.
Mesh Data
UV Coordinates
Read mesh UV coordinates.
Color Attributes
Convert the USD mesh ``displayColor`` values to Blender's Color Attributes.
Mesh attributes
Read USD ``Primvars`` as mesh attributes.
Validate Meshes
Check the imported mesh for corrupt data and fix it if necessary.
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.
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.
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
Import cameras (perspective and orthographic).
Curves
Import curve primitives, including USD basis and NURBS curves.
(Note that support for Bézier basis is not yet fully implemented.)
Lights
Import lights. Does not currently include USD dome, cylinder or geometry lights.
Materials
Import materials.
Meshes
Import meshes.
Volumes
Import USD OpenVDB field assets.
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.
USD Purpose
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``.
Proxy
Include primitives with purpose ``proxy``.
Render
Include primitives with purpose ``render``.
Options
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
Scale for the intensity of imported lights.
Geometry
--------
UV Coordinates
Read mesh UV coordinates.
Color Attributes
Convert the USD mesh ``displayColor`` values to Blender's Color Attributes.
Mesh Attributes
Read USD ``Primvars`` as mesh attributes.
Subdivision
Create Subdivision Surface modifiers based on the USD ``SubdivisionScheme`` attribute.
Validate Meshes
Check the imported mesh for corrupt data and fix it if necessary.
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.
Rigging
-------
Shape Keys
Imports USD blend shapes as Blender's :doc:`/animation/shape_keys/index`.
Armatures
Imports USD skeletons as Blender's :doc:`/animation/armatures/index`.
Materials
@ -184,6 +211,9 @@ Import All Materials
Import USD Preview
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
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.
@ -225,6 +255,13 @@ File Name Collision
: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
======================
@ -271,23 +308,65 @@ Export Options
The following options are available when exporting to USD:
Selection Only
When checked, only selected objects are exported.
Instanced objects, for example collections that are instanced in the scene,
are considered 'selected' when their instancer is selected.
Visible Only
Only exports objects that are not :doc:`hidden </scene_layout/object/editing/show_hide>`.
Invisible parents of exported objects are exported as empty transforms.
General
-------
Animation
When checked, the entire scene frame range is exported.
When unchecked, only the current scene frame is exported.
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
When checked, only selected objects are exported.
Instanced objects, for example collections that are instanced in the scene,
are considered 'selected' when their instancer is selected.
Visible Only
Only exports objects that are not :doc:`hidden </scene_layout/object/editing/show_hide>`.
Invisible parents of exported objects are exported as empty transforms.
Animation
When checked, the entire scene frame range 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
When checked, parent hair strands are exported as a curve system.
Hair strand colors are not exported.
Geometry
--------
UV Maps
When checked, includes UV coordinates for exported meshes.
The name of the UV map in USD is the same as the name in Blender.
@ -297,52 +376,44 @@ UV Maps
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.
Rigging
-------
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.
Shape Keys
Export shape keys as USD blend shapes.
Rigging
Armatures
Export :doc:`Armatures </animation/armatures/index>` and meshes with
:doc:`Armature Modifiers </modeling/modifiers/deform/armature>` as USD skeletons and skinned meshes.
Absolute shape keys are not supported.
Limitations:
Armatures
Export :doc:`Armatures </animation/armatures/index>` and meshes with
:doc:`Armature Modifiers </modeling/modifiers/deform/armature>` as USD skeletons and skinned meshes.
- Modifiers in addition to Armature modifiers will not be applied.
- Bendy bones are not supported.
Only Deform Bones
Only export :ref:`deform bones <bpy.types.Bone.use_deform>` and their parents.
Shape Keys
Export shape keys as USD blend shapes.
Limitations:
Absolute shape keys are not supported.
- Modifiers in addition to Armature modifiers will not be applied.
- Bendy bones 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*.
Only Deform Bones
Only export :ref:`deform bones <bpy.types.Bone.use_deform>` and their parents.
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`
node tree to by converting it to USD's Preview Surface format.
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,
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 referenced by shader nodes to a "textures"
folder which in the same directory as the USD file.
@ -360,14 +436,6 @@ Overwrite 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
------------

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>`.
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.
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
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
The language used in the user interface.
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>`.
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.
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.
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.
Spacebar
Spacebar Action
Controls the action of :kbd:`Spacebar`.
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>`.
This option is good for someone who is new to Blender and is unfamiliar with its menus and shortcuts.
Theme
Choose between a light or dark theme for Blender.
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`.
Save New Preferences
Saves the preferences set above and opens the regular :ref:`splash`.
Saving Defaults

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@ -915,9 +915,13 @@ This page lists definitions for terms used in Blender and this manual.
See :term:`Vertex`, :term:`Edge`, and :term:`Face`.
Transform
Transformation
The combination of location, rotation, and scale.
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
:term:`Face` with exactly three :term:`Vertices <Vertex>`.

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