GPv3_ images and text updates #104991
@ -1,15 +1,15 @@
|
||||
.. index:: Compositor Nodes; Color Space
|
||||
.. _bpy.types.CompositorNodeConvertColorSpace:
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||||
|
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****************
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||||
Color Space Node
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||||
****************
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||||
***********************
|
||||
Convert Colorspace Node
|
||||
***********************
|
||||
|
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.. figure:: /images/compositing_node-types_CompositorNodeConvertColorSpace.webp
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:align: right
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:alt: Color Space Node.
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The *Color Space Node* converts images between :term:`color spaces <Color Space>`.
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The *Convert Colorspace* node converts images between :term:`color spaces <Color Space>`.
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.. note::
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@ -28,7 +28,7 @@ Properties
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==========
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From, To
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The color space of the input image and the color space to convert the image to.
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The color space of the input image and the color space to convert it to.
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The list of color spaces depends on the active :ref:`OCIO config <ocio-config>`.
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The default supported color spaces are described in detail here:
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|
@ -9,40 +9,35 @@ Alpha Over Node
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:align: right
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:alt: Alpha Over Node.
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The *Alpha Over* node is used to layer images on top of one another.
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Where the foreground image pixels have an alpha greater than 0, it will be overlaid over the background image.
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The *Alpha Over* node is used to layer an image on top of another with alpha blending.
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Inputs
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======
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Factor
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Controls the transparency of the foreground image.
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A factor less than 1 will make the foreground more transparent.
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The alpha of the foreground image, going from 0 (fully transparent) to 1 (fully opaque).
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Image
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Input for the *background* image.
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The background image.
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Image
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Input for the *foreground* image.
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The foreground image.
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Properties
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==========
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Convert Premultiplied
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Converts foreground image to :term:`Premultiplied Alpha` format.
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The *Alpha Over* node expects the foreground image to use :term:`Premultiplied Alpha`.
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If it uses :term:`Straight Alpha` instead, you can enable this checkbox to convert it.
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The *Alpha Over* node is designed to work with premultiplied alpha color format.
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Use this checkbox when you know that your image has :term:`Straight Alpha` color values,
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to perform the correct over operation. Result will still be premultiplied alpha.
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Premultiplied
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Interpolate between :term:`Premultiplied Alpha` and :term:`Straight Alpha`.
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Premultiply
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Mix between using :term:`Premultiplied Alpha` or :term:`Straight Alpha`.
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When set to 1, the foreground color values will be multiplied by alpha, i.e. premultiplied;
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When set to 1, the foreground color values will be multiplied by the alpha;
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this is equivalent to enabling *Convert Premultiplied*.
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When set to 0, color values does not change.
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When set to 0, the color values do not change.
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If *Premultiply* is not zero, *Convert Premultiplied* will be ignored.
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If *Premultiplied* is not zero, *Convert Premultiplied* will be ignored.
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.. note:: This is a legacy option.
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@ -51,7 +46,7 @@ Outputs
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=======
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Image
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Standard color output.
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The blended result.
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Examples
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@ -60,8 +55,9 @@ Examples
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Overlay
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-------
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In the node tree below, *Color Ramp* node is used to add an alpha channel to the black-and-white swirl image.
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Then *Alpha Over* node is used to overlay it on top of another image.
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In the node tree below, the :doc:`/compositing/types/color/color_ramp` is used to convert an opaque,
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grayscale swirl image to a red one with transparency. Then, the *Alpha Over* node is used to overlay
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it on top of another image.
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.. figure:: /images/compositing_types_converter_color-ramp_create-alpha-mask.png
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:width: 600px
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@ -72,15 +68,11 @@ Then *Alpha Over* node is used to overlay it on top of another image.
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Fade In
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-------
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In the next example, the *Factor* is used to make a "Fade In" effect.
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This effect can be animated by adding a *Time* node inputted in the *Factor* socket as shown below.
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Over the course of 30 frames, the *Alpha Over* node outputs an image that
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starts with the pure background image, and the title slowly appearing.
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The example below uses the :doc:`/compositing/types/input/scene/time_curve` to gradually increase the
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*Alpha Over* node's *Factor* from 0 to 1 over the course of 30 frames. This will result in the text
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fading in on top of the background image.
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.. figure:: /images/compositing_types_color_alpha-over_example.png
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:width: 600px
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Animated fade in effect using Alpha Over.
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Note the *Convert Premultiply* checkbox is enabled,
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since as the foreground used a PNG image that has straight alpha.
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|
@ -9,49 +9,64 @@ Dilate/Erode Node
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:align: right
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:alt: Dilate/Erode Node.
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The *Dilate/Erode node* expands and shrinks masks, using a morphological operator.
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Expands or shrinks a mask using a morphological operator.
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Inputs
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======
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Mask
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Single color channel (or a black-and-white image) input.
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A grayscale image.
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Properties
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==========
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Mode
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Step, Threshold, Distance, Feather
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Steps
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Sets each pixel to the maximum (for dilation) or minimum (for erosion) value that's found
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within a square surrounding it. This approach keeps the original gray levels and is best
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suited for masks that contain sharp corners; rounded shapes such as circles will look more
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square-like in the output.
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Despite the name, this is not an iterative process; the dilation/erosion is only performed
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once regardless of the chosen *Distance*.
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Threshold
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Makes all the pixels fully black or white depending on whether they're darker or brighter
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than 50% gray. Then, sets each pixel to the maximum (for dilation) or minimum
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(for erosion) value that's found within a circle surrounding it. This approach loses the
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original gray levels. Shape wise, it's well-suited for masks that contain rounded corners;
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sharp ones will be rounded off.
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Distance
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The Distance is the filter radius.
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A positive value of Distance dilates (expands) the influence of a pixel on its surrounding pixels.
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A negative value erodes (shrinks) its influence.
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Sets each pixel to the maximum (for dilation) or minimum (for erosion) value that's found
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within a circle surrounding it. This approach preserves the original gray levels and
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is well-suited for masks that contain rounded corners.
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Feather
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Blurs the image.
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Distance
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The size of the surrounding area to look at for each pixel; or in other words, how much to
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dilate (for positive values) or erode (for negative values) the mask.
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Edge
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Edge to inset.
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.. TODO2.8 Explain.
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For the *Threshold* mode, determines how much to blur the edges after dilation/erosion.
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Falloff
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Falloff type the feather.
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.. TODO2.8 Explain.
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For the *Feather* mode, determines the brightness curve of the blurred edges.
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Outputs
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=======
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Mask
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The filtered mask output.
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The resulting mask.
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Example
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=======
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In this example, we wanted to take the rather boring array of ball bearings and
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add some variation to it. So, we dilated the red and eroded the green, leaving the blue alone.
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If we had dilated both red and green... (hint: red and green make yellow).
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The amount of influence is increased by increasing the *Distance* values.
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`Blend-file available here <https://archive.blender.org/wiki/2015/uploads/5/51/Derotest.blend>`__.
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In the image below, notice that:
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* The light gray disk has turned white and the dark gray rectangle has turned black
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because of the *Threshold* mode.
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* The shapes have become thicker -- dilated because of the positive *Distance*.
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* The shapes appear blurred because of the positive *Edge*.
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.. figure:: /images/compositing_types_filter_dilate-erode_example.png
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|
@ -4,10 +4,7 @@
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Asset Browser
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*************
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This section describes the *Asset Browser*, which is the main interface for organizing and using assets.
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The Asset Browser was introduced in Blender 3.0, and will be improved and
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expanded over multiple upcoming releases.
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The *Asset Browser* is the main interface for organizing and using assets.
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.. seealso::
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@ -34,49 +31,62 @@ Interface
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Main Region
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-----------
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The main region of the Asset Browser acts similar to the :doc:`/editors/file_browser` built into Blender.
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It shows the assets contained in the selected catalog.
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The center region of the Asset Browser lists the assets contained in the selected catalog.
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Click an asset to select and activate it. Box select by dragging :kbd:`LMB` or
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extend the selection with :kbd:`Shift-LMB` to select multiple assets.
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Every asset has a context menu.
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Click :kbd:`LMB` to select a single asset. Additionally hold :kbd:`Ctrl` to add/remove that asset
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to/from the selection, or :kbd:`Shift` to select a range of assets. You can also drag :kbd:`LMB`
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to perform a box select.
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The region has a context menu with the following operations:
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Source List Region
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------------------
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Refresh Asset Library :kbd:`R`
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Refreshes the list.
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Clear Asset
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See :ref:`bpy.ops.asset.clear`.
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Clear Asset (Set Fake User)
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See :ref:`assets-clear-set-fake-user`.
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Open Blend File
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Opens the blend-file containing the asset.
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Display Size
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Changes the size of the preview thumbnails.
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The Source List region can be used for navigating and `Using Assets`_.
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Asset Library Region
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--------------------
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The region on the left lets you select an asset library and shows its catalogs.
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You can show/hide this region by pressing :kbd:`T`.
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.. _bpy.types.FileAssetSelectParams.asset_library_reference:
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Asset Library
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Shows the active :doc:`asset library </files/asset_libraries/index>`,
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and allows switching between asset libraries.
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The :doc:`asset library </files/asset_libraries/introduction>` whose catalogs to show.
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:All Libraries: Show assets from all of the listed asset libraries.
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:All Libraries: Show catalogs from all available libraries.
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:Current File:
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Show the assets currently available in this Blender session,
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regardless of whether it is part of an asset library or not.
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See :ref:`asset-library-current-file` for more information.
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:Essentials: Show the basic building blocks and utilities coming with Blender.
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Show the catalogs in the current blend-file (even if that file is not yet part of
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an asset library). See :ref:`asset-library-current-file` for more information.
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:Essentials: Show the catalogs that come bundled with Blender.
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Any libraries that you added in the :ref:`File Path Preferences <bpy.types.UserAssetLibrary>`
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are listed here too.
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.. _bpy.ops.asset.bundle_install:
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||||
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Copy Asset Bundle to Library
|
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Shown when the Library selector is set to Current File,
|
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the current blend-file file is considered an :ref:`Asset Bundle <asset-bundles>`,
|
||||
and is not yet located inside any asset library.
|
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Copy Bundle to Asset Library
|
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Shown when *Asset Library* is set to *Current File* and the current blend-file is an
|
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:ref:`asset bundle <asset-bundles>` that's not yet part of an asset library.
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|
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The Copy Asset Bundle operator makes it simple to copy the file into the asset library.
|
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The catalogs of the asset bundle will be merged into the asset library.
|
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Lets you select a target asset library, then opens a File Browser in that library's root
|
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folder so you can save the current blend-file there. Once saved, the assets in the blend-file
|
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become available as part of the library.
|
||||
|
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Catalog
|
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Tree view that shows the :doc:`catalogs </files/asset_libraries/catalogs>` of the active asset library.
|
||||
Selecting a catalog limits shown assets to assets only from the selected library.
|
||||
Catalogs
|
||||
Tree view that shows the :doc:`catalogs </files/asset_libraries/catalogs>` of the selected
|
||||
asset library. A catalog is a group of assets; when you select one, only the assets in that
|
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catalog and its child catalogs will be listed.
|
||||
|
||||
Catalogs can be renamed by double clicking on there name.
|
||||
Catalogs can also be nested inside others by dragging and dropping one catalog into another.
|
||||
The "All" catalogs is built-in asset library that contains all other asset libraries.
|
||||
You can rename a catalog by double-clicking it, or assign it to a different parent catalog
|
||||
by dragging and dropping.
|
||||
|
||||
Add-ons and features like the :doc:`/animation/armatures/posing/editing/pose_library`
|
||||
can show custom panels here.
|
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@ -88,12 +98,13 @@ can show custom panels here.
|
||||
Asset Details Region
|
||||
--------------------
|
||||
|
||||
The Asset Details region on the right shows metadata of the active asset.
|
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**Only metadata of assets contained in the current blend-file can be edited**.
|
||||
The region on the right shows the metadata of the active asset.
|
||||
You can show/hide this region by pressing :kbd:`N` or clicking the gear icon in the header.
|
||||
|
||||
*Only metadata of assets contained in the current blend-file can be edited*.
|
||||
|
||||
Name
|
||||
The asset data-block name. This name is unique for the asset data type within
|
||||
the same blend-file.
|
||||
The asset's name. Unique for the asset data type within the same blend-file.
|
||||
|
||||
.. _bpy.types.WindowManager.asset_path_dummy:
|
||||
|
||||
@ -103,14 +114,24 @@ Source
|
||||
.. _bpy.ops.asset.open_containing_blend_file:
|
||||
|
||||
Open Blend File
|
||||
This button will start a new Blender instance and open the blend-file that contains the asset.
|
||||
In the background Blender will keep monitoring that new Blender instance;
|
||||
when it is quit, the Asset Browser will be refreshed to show any updated assets.
|
||||
Opens the blend-file that contains the asset in a new Blender instance.
|
||||
When this instance is closed, the Asset Browser will be automatically refreshed.
|
||||
|
||||
.. _bpy.types.AssetMetaData.license:
|
||||
|
||||
License
|
||||
Optional name of the license under which this asset is distributed.
|
||||
Not used by Blender itself.
|
||||
|
||||
.. _bpy.types.AssetMetaData.copyright:
|
||||
|
||||
Copyright
|
||||
Optional copyright notice. Not used by Blender itself.
|
||||
|
||||
.. _bpy.types.AssetMetaData.description:
|
||||
|
||||
Description
|
||||
Optional field for the asset description. Not used by Blender itself.
|
||||
Optional asset description. Not used by Blender itself.
|
||||
|
||||
.. _bpy.types.AssetMetaData.author:
|
||||
|
||||
@ -126,12 +147,12 @@ Shows the preview image of the asset. See :ref:`asset-previews`.
|
||||
.. _bpy.ops.ed.lib_id_load_custom_preview:
|
||||
|
||||
Load Custom Preview
|
||||
Opens a window with the File Browser to select an image for the asset preview.
|
||||
Opens a File Browser where you can select a new image for the asset preview.
|
||||
|
||||
.. _bpy.ops.ed.lib_id_generate_preview:
|
||||
|
||||
Generate Preview
|
||||
Generate/update a preview for the asset.
|
||||
Autogenerate a new preview for the asset.
|
||||
|
||||
Preview
|
||||
Menu of additional preview operators.
|
||||
@ -139,8 +160,8 @@ Preview
|
||||
.. _bpy.ops.ed.lib_id_generate_preview_from_object:
|
||||
|
||||
Render Active Object
|
||||
Generates a preview by based on the 3D Viewport's :term:`Active` object.
|
||||
This is useful for node groups, particularly for geometry nodes,
|
||||
Generates a preview based on the 3D Viewport's :term:`Active` object.
|
||||
This is useful for node groups,
|
||||
which cannot automatically generate their own preview.
|
||||
|
||||
|
||||
@ -152,8 +173,8 @@ Tags
|
||||
^^^^
|
||||
|
||||
Panel for viewing and editing asset tags.
|
||||
These do not have any meaning to Blender, and can be chosen freely.
|
||||
When using the search field to filter the assets, those assets whose tags (partially) match
|
||||
These do not have any meaning to Blender and can be chosen freely.
|
||||
When using the search field to filter the assets, the assets whose tags (partially) match
|
||||
the search term will also be shown.
|
||||
|
||||
.. note::
|
||||
@ -168,7 +189,7 @@ Using Assets
|
||||
============
|
||||
|
||||
As a general rule, **an asset can be used by dragging it from the Asset Browser to the desired location**.
|
||||
Objects and worlds can be dragged from the Asset Browser into the scene,
|
||||
Objects and worlds can be dragged from the Asset Browser into the scene.
|
||||
Materials can be dragged onto the object that should use them.
|
||||
Geometry nodes can also be dragged onto objects to add a :doc:`/modeling/modifiers/generate/geometry_nodes`.
|
||||
The use of pose assets is different, and is described in :doc:`/animation/armatures/posing/editing/pose_library`.
|
||||
@ -180,19 +201,20 @@ depending on the following configuration of the Asset Browser:
|
||||
|
||||
Import Method
|
||||
Determines how data is managed when an asset is imported.
|
||||
This option can be found in the center of the Asset Browser header.
|
||||
This option can be found in the center of the Asset Browser header
|
||||
(when an asset library other than *Current File* or *Essentials* is selected):
|
||||
|
||||
:Follow Preferences:
|
||||
Use the import method set in the Preferences.
|
||||
:Link:
|
||||
Follow Preferences
|
||||
Use the import method set in the :ref:`File Path Preferences <bpy.types.UserAssetLibrary.import_method>`.
|
||||
Link
|
||||
*Same as* :menuselection:`File --> Link...`
|
||||
|
||||
The asset will be linked to the current blend-file, and thus be read-only.
|
||||
Later changes to the asset file will be reflected in all files that link it in.
|
||||
:Append:
|
||||
Later changes to the asset file will be reflected in all files that link it.
|
||||
Append
|
||||
*Same as* :menuselection:`File --> Append...`
|
||||
|
||||
All of the asset and all its dependencies will be appended to the current file.
|
||||
The asset and all its dependencies will be copied into the current file.
|
||||
Dragging a material into the scene three times will result in three independent copies.
|
||||
Dragging an object into the scene three times will also result in three independent copies.
|
||||
|
||||
@ -202,11 +224,11 @@ Import Method
|
||||
|
||||
Since the file now has its own copy of the asset, later changes to
|
||||
the asset file will not be reflected in the file it's appended to.
|
||||
:Append (Reuse Data):
|
||||
Append (Reuse Data)
|
||||
*Specific to the Asset Browser*.
|
||||
|
||||
The first time an asset is used, it will be appended, including its dependencies,
|
||||
just like described previously. However, Blender will keep track of where it originated,
|
||||
just as described previously. However, Blender will keep track of where it originated,
|
||||
and the next time the asset is used, as much data as possible will be reused.
|
||||
Dragging a material into the scene three times will only load it once,
|
||||
and just assign the same material three times.
|
||||
@ -224,8 +246,8 @@ Import Method
|
||||
|
||||
Some asset types such as collections can be created as an instanced collection.
|
||||
This is done by enabling the *Instance* option after dragging collection assets into the 3D Viewport.
|
||||
By enabling this option an empty object is added that uses an instance of the collection.
|
||||
If this option is disabled then the full collection hierarchy will be added to the scene.
|
||||
By enabling this option, an empty object is added that uses an instance of the collection.
|
||||
If this option is disabled, the full collection hierarchy will be added to the scene.
|
||||
|
||||
Collection Assets from the current file will always be instanced.
|
||||
|
||||
@ -248,16 +270,11 @@ Asset Previews
|
||||
|
||||
Preview panel in the Asset Browser.
|
||||
|
||||
Preview images are typically automatically generated when you
|
||||
:ref:`mark a data-block as asset <bpy.ops.asset.mark>`. The auto-generated
|
||||
preview tries to capture the object from the front. However this only works if
|
||||
the geometry is laid out so that it matches what Blender considers to be the
|
||||
front. That is, the geometry that should be the front needs to point down the -Y
|
||||
axis of the object. The rotation may have to be applied to get the expected
|
||||
result. Collection assets use the global -Y axis as the front (instead of the
|
||||
local one, as collections themselves don't have a rotation).
|
||||
Preview images are typically generated automatically when you :ref:`mark a data-block as an asset <bpy.ops.asset.mark>`.
|
||||
Objects are captured from their local -Y axis, while collections are captured from the global -Y axis
|
||||
(as these don't have a local axis).
|
||||
|
||||
It's also possible to load image files from drive, to replace the auto-generated previews.
|
||||
If the auto-generated preview image isn't sufficient, you can replace it by a custom one.
|
||||
|
||||
For previews of pose assets, see :ref:`poselib-preview-images`.
|
||||
|
||||
@ -274,10 +291,10 @@ files need to be :doc:`packed </files/blend/packed_data>` into the current blend
|
||||
Asset bundles can be copied to an asset library via the :ref:`Asset Browser <bpy.ops.asset.bundle_install>`:
|
||||
|
||||
- Open the asset bundle blend-file.
|
||||
- Switch its Asset Browser to *Current File* (if it's not set at that already).
|
||||
- Switch its Asset Browser to *Current File* (if it's not set to that already).
|
||||
- Click on *Copy Bundle to Asset Library*.
|
||||
- Choose the asset library to copy it to.
|
||||
- A File Browser will open, showing the files of the selected asset library.
|
||||
- A File Browser will open at the root folder of the selected asset library.
|
||||
Choose the desired location of the blend-file, and click the *Copy to Asset Library* button.
|
||||
- The blend-file will be saved at the chosen location, and any :doc:`catalogs </files/asset_libraries/catalogs>` of
|
||||
the asset bundle will be merged into the target asset library.
|
||||
|
@ -140,6 +140,12 @@ Summary
|
||||
|
||||
Only Show Selected
|
||||
Only show keyframes belonging to objects/bones/... that are selected.
|
||||
|
||||
.. note::
|
||||
If this option is enabled, the Dope Sheet may not show all :doc:`material </render/materials/introduction>`
|
||||
keyframes of the selected objects. Instead, it only shows the keyframes belonging to the selected nodes
|
||||
in the :doc:`/editors/shader_editor`.
|
||||
|
||||
Show Hidden
|
||||
Show keyframes from objects/bones/... that are hidden.
|
||||
Only Show Errors
|
||||
|
@ -8,23 +8,22 @@
|
||||
File Browser
|
||||
************
|
||||
|
||||
The File Browser is used in all the file-related operations. These include:
|
||||
The File Browser is used in all file-related operations. These include:
|
||||
|
||||
- Opening and saving blend-files.
|
||||
- Browsing inside other blend-files, when appending or linking data-blocks,
|
||||
see :doc:`Linked Libraries </files/linked_libraries/index>`.
|
||||
- Browsing the content of other blend-files when appending or linking data-blocks
|
||||
(see :doc:`Linked Libraries </files/linked_libraries/index>`).
|
||||
- Importing from/exporting to other file formats.
|
||||
- Picking new locations for existing file paths (images, videos, fonts...).
|
||||
- Updating the locations of previously imported media (images, videos, fonts...).
|
||||
|
||||
The most common way to use this editor is through modal operators (like opening or saving a blend-file).
|
||||
The File Browser will appear in a new window, waiting for the operation to complete,
|
||||
and then close returning the main window.
|
||||
The File Browser will appear in a new window, wait for you to select a file, and then close again.
|
||||
|
||||
You can use the File Browser as any other editor type, to browse through the file system.
|
||||
The main purpose of this is to be able to drag-and-drop from the File Browser into other editors.
|
||||
|
||||
- Images into the :ref:`editors-3dview-index` (to set as background or apply as material texture).
|
||||
- Media files into the :doc:`/video_editing/index`.
|
||||
You can also use the File Browser like a regular, permanently visible editor. In fact,
|
||||
the predefined Video Editing :doc:`workspace </interface/window_system/workspaces>` uses it this way.
|
||||
This lets you drag-and-drop media from the browser straight into e.g. the
|
||||
:doc:`3D Viewport </editors/3dview/introduction>` or the
|
||||
:doc:`Video Sequencer </editors/video_sequencer/introduction>`, saving you some overhead.
|
||||
|
||||
.. figure:: /images/editors_file-browser_editor.png
|
||||
|
||||
@ -37,12 +36,8 @@ Interface
|
||||
Main Region
|
||||
-----------
|
||||
|
||||
The main region of the File Browser acts similar to the file browser built into you operating system.
|
||||
The region contains an array of files, folders, or internal blend-file data in a grid or list of items.
|
||||
`Navigating`_, `selecting`_, and `editing`_ of these items works just as it would in your operating system's file
|
||||
browser.
|
||||
|
||||
Hovering over items will show a tooltip with extra information about the file.
|
||||
The main region lists files, folders, or blend-file contents.
|
||||
Hovering over an item will show a tooltip with extra information.
|
||||
|
||||
|
||||
.. _file_browser-previews:
|
||||
@ -57,8 +52,8 @@ In its *Thumbnail* display mode, the File Browser supports many types of preview
|
||||
- Blend-files
|
||||
- Internal :doc:`Data-blocks </files/data_blocks>`
|
||||
|
||||
In order to get previews for data-blocks, there previews must be generated.
|
||||
See :doc:`Blend-files Previews </files/blend/previews>` for how to generate and manage Blender data previews.
|
||||
In order to get previews for data-blocks, these must first be generated.
|
||||
See :doc:`/files/blend/previews`.
|
||||
|
||||
.. figure:: /images/editors_file-browser_previews.png
|
||||
:align: center
|
||||
@ -67,24 +62,24 @@ See :doc:`Blend-files Previews </files/blend/previews>` for how to generate and
|
||||
The File Browser in *Thumbnail* mode.
|
||||
|
||||
|
||||
File Path Region
|
||||
Directory Region
|
||||
----------------
|
||||
|
||||
The File Path is above the main region and can aid in navigating and adjust how items are displayed.
|
||||
Above the file list, there's a textbox showing the current folder path, along with buttons for navigating.
|
||||
|
||||
.. _bpy.ops.file.previous:
|
||||
|
||||
Previous Folder :kbd:`Backspace`, :kbd:`Alt-Left`
|
||||
Move to previous folder (in navigation history).
|
||||
Move to previous folder in navigation history.
|
||||
|
||||
.. _bpy.ops.file.next:
|
||||
|
||||
Next Folder :kbd:`Shift-Backspace`, :kbd:`Alt-Right`
|
||||
Move to next folder (in navigation history).
|
||||
Move to next folder in navigation history.
|
||||
|
||||
.. _bpy.ops.file.parent:
|
||||
|
||||
Parent File :kbd:`P`, :kbd:`Alt-Up`
|
||||
Parent Directory :kbd:`P`, :kbd:`Alt-Up`
|
||||
Move up to parent directory.
|
||||
|
||||
.. _bpy.ops.file.refresh:
|
||||
@ -94,30 +89,29 @@ Refresh File List :kbd:`R`, :kbd:`NumpadPeriod`
|
||||
|
||||
.. _bpy.ops.file.directory_new:
|
||||
|
||||
Create Directory :kbd:`I`
|
||||
Will ask you to confirm and create a new directory inside current one,
|
||||
scroll to it in the main view, and let you enter its name.
|
||||
Create New Directory :kbd:`I`
|
||||
Create a new directory inside the current one.
|
||||
|
||||
.. _bpy.types.FileSelectParams.directory:
|
||||
|
||||
File Path :kbd:`Ctrl-L`
|
||||
Text field for the current folder path.
|
||||
Directory :kbd:`Ctrl-L`
|
||||
The current folder path.
|
||||
:kbd:`Tab` will auto-complete an existing path.
|
||||
If you type a nonexistent directory path, you will be prompted to create that new directory.
|
||||
If you type a nonexistent path, you will be prompted to create it.
|
||||
|
||||
.. _bpy.types.FileSelectParams.filter_search:
|
||||
|
||||
Search :kbd:`Ctrl-F`
|
||||
Filter items by name.
|
||||
The wildcard ``*`` will match anything, e.g. ``bl*er`` will match both ``blender`` and ``blogger``.
|
||||
There is always an implicit wildcard at start and end of the search text,
|
||||
There is always an implicit wildcard at the start and end of the search text,
|
||||
so ``blender`` will also match ``test_blender_file.blend``.
|
||||
This field can also be used to filter some specific file extension (e.g. ``.png`` will list all PNG files).
|
||||
|
||||
.. _bpy.types.FileSelectParams.display_type:
|
||||
|
||||
Display Mode
|
||||
Controls how files are displayed.
|
||||
Control how files are displayed.
|
||||
|
||||
:Vertical List: Displays files and folders in a vertical list.
|
||||
:Horizontal List: Displays files and folders in a horizontal list.
|
||||
@ -129,18 +123,18 @@ Display Settings
|
||||
|
||||
.. _bpy.types.FileSelectParams.display_size:
|
||||
|
||||
Display Size
|
||||
Size
|
||||
The size of the thumbnails.
|
||||
|
||||
.. _bpy.types.FileSelectParams.recursion_level:
|
||||
|
||||
Recursion
|
||||
Recursions
|
||||
The number of directory levels to show at once in a flat way.
|
||||
|
||||
:None: List only the current directory content.
|
||||
:None: List only the current directory's content.
|
||||
:Blend File: List the whole content of a blend-file (only available when linking or appending data-blocks).
|
||||
:One Levels: List all subdirectories' content, one level of recursion.
|
||||
:Two Levels: List all subdirectories' content, two level of recursion.
|
||||
:One Level: List all subdirectories' content, one level of recursion.
|
||||
:Two Levels: List all subdirectories' content, two levels of recursion.
|
||||
:Three Levels: List all subdirectories' content, three levels of recursion.
|
||||
|
||||
.. hint::
|
||||
@ -149,14 +143,12 @@ Recursion
|
||||
even if you have arranged them in a nice set of directories to avoid having hundreds of
|
||||
files in a single place.
|
||||
|
||||
In the *Append/Link* case, showing the content of the whole blend-file will allow you
|
||||
to link different types of data-blocks in a single operation.
|
||||
In the *Append/Link* case, showing the content of the whole blend-file lets you
|
||||
link different types of data-blocks in a single operation.
|
||||
|
||||
.. warning::
|
||||
|
||||
The more levels you show at once, the more time it will take to list them all
|
||||
(typically, it will be exponential, showing three levels at once
|
||||
may take three orders of magnitude more time to be fully listed).
|
||||
The more levels you show at once, the more time it will take to list them all.
|
||||
|
||||
.. _bpy.types.FileSelectParams.sort_method:
|
||||
|
||||
@ -174,8 +166,8 @@ Sort By
|
||||
Filter Settings
|
||||
^^^^^^^^^^^^^^^
|
||||
|
||||
On the right side of the file path are the filtering options.
|
||||
The toggle with the funnel icon controls whether filtering is enabled or not.
|
||||
The dropdown button next to it shows the filtering options.
|
||||
|
||||
File Types
|
||||
Filters files by categories, like folders, blend-files, images, etc.
|
||||
@ -194,37 +186,34 @@ Show Hidden :kbd:`H`
|
||||
Execution Region
|
||||
----------------
|
||||
|
||||
These controls are at the bottom of the editor.
|
||||
|
||||
.. _bpy.types.FileSelectParams.filename:
|
||||
|
||||
File Name
|
||||
Text field to edit the file name and extension.
|
||||
When saving, if the background is red, a file with same name already exists in the folder.
|
||||
Text field to edit the file name and extension. Turns red to warn you about overwriting an existing file.
|
||||
:kbd:`Tab` will auto-complete to existing names in the current directory.
|
||||
|
||||
Increment Filename ``-``, ``+``
|
||||
Removes/Decreases or adds/increases a trailing number to your file name
|
||||
Increase/Decrease Number ``+``, ``-``
|
||||
Adds/increases or removes/decreases a trailing number in your file name
|
||||
(used e.g. to store different versions of a file).
|
||||
|
||||
.. _bpy.ops.file.cancel:
|
||||
|
||||
Cancel :kbd:`Esc`
|
||||
Cancels the file selection (and the underlying operation), and closes the File Browser.
|
||||
Using the *Back to Previous* button in the :doc:`Topbar </interface/window_system/topbar>`
|
||||
will have the same effect.
|
||||
Closes the File Browser and cancels the operation.
|
||||
|
||||
.. _bpy.ops.file.execute:
|
||||
|
||||
Confirm :kbd:`Return`
|
||||
The main button to validate the operation, which defines its name.
|
||||
Double-clicking on a non-directory item will have the same effect.
|
||||
Confirm the current directory and file name. You can also double-click a file or data-block
|
||||
in the main region.
|
||||
|
||||
|
||||
Source List Region
|
||||
------------------
|
||||
Quick Access Region
|
||||
-------------------
|
||||
|
||||
The left region displays different ways to quickly access some directories.
|
||||
The region is divided into separate panels each containing a :ref:`UI List <ui-list-view>` of directories.
|
||||
Clicking on one of the directories will immediately navigate to that folder.
|
||||
The region on the left contains a few panels that let you quickly jump to certain directories with a single click.
|
||||
|
||||
|
||||
.. _bpy.types.SpaceFileBrowser.bookmarks:
|
||||
@ -232,9 +221,7 @@ Clicking on one of the directories will immediately navigate to that folder.
|
||||
Bookmarks
|
||||
^^^^^^^^^
|
||||
|
||||
Contains folders that you want to be able to access often without having to navigate to them in the File Browser.
|
||||
To the right of that list are buttons to perform basic management actions on your bookmarks,
|
||||
e.g. add/remove an entry, move it up or down in the list, etc.
|
||||
A custom list of folders that you use often. You can use the buttons to the right of the list to add/remove/move items.
|
||||
|
||||
|
||||
.. _bpy.types.SpaceFileBrowser.system_bookmarks:
|
||||
@ -242,7 +229,7 @@ e.g. add/remove an entry, move it up or down in the list, etc.
|
||||
System
|
||||
^^^^^^
|
||||
|
||||
Contains OS-defined common directories, like the main user folder...
|
||||
Common directories such as the home directory in Linux or the "Documents" folder in Windows.
|
||||
|
||||
|
||||
.. _bpy.types.SpaceFileBrowser.system_folders:
|
||||
@ -250,7 +237,7 @@ Contains OS-defined common directories, like the main user folder...
|
||||
Volumes
|
||||
^^^^^^^
|
||||
|
||||
Contains all OS-defined available volumes, e.g. drives or network mounts.
|
||||
Drives and network mounts.
|
||||
|
||||
|
||||
.. _bpy.types.SpaceFileBrowser.recent_folders:
|
||||
@ -258,7 +245,7 @@ Contains all OS-defined available volumes, e.g. drives or network mounts.
|
||||
Recent
|
||||
^^^^^^
|
||||
|
||||
Contains recently accessed folders.
|
||||
Recently accessed folders.
|
||||
|
||||
.. _bpy.ops.file.reset_recent:
|
||||
|
||||
@ -272,7 +259,7 @@ Operator Options Region
|
||||
-----------------------
|
||||
|
||||
The right region shows the options of the calling operator.
|
||||
Besides common actions listed below, many import/export add-ons will also expose their options there.
|
||||
Besides the common actions listed below, many import/export add-ons will also expose their options there.
|
||||
|
||||
Open, Save, Save As Blender File
|
||||
See :doc:`/files/blend/open_save`.
|
||||
@ -290,16 +277,16 @@ Relative Path
|
||||
Header Region
|
||||
-------------
|
||||
|
||||
The header only contains two menus, one with you standard editor *View* controls
|
||||
The header only contains two menus, one with the standard editor *View* controls
|
||||
and the other to list a few `Selecting`_ operators for the sake of discoverability.
|
||||
Often it is hidden as most of the functionality is contained in the regions described previously.
|
||||
These menus are not visible when the browser is in a modal window.
|
||||
|
||||
|
||||
Navigating
|
||||
==========
|
||||
|
||||
Entering a Directory
|
||||
A single :kbd:`LMB` click on a directory enters it.
|
||||
Entering a Directory :kbd:`Return`
|
||||
Double-click a directory to enter it.
|
||||
Parent Directory :kbd:`P`
|
||||
Takes you up one level of directory.
|
||||
|
||||
@ -308,26 +295,24 @@ File Drop
|
||||
---------
|
||||
|
||||
You can also drag and drop a file or directory from your file manager into the Blender File Browser.
|
||||
This will move it to the directory of the dropped file, and the file will be selected.
|
||||
This will navigate to the item and select it.
|
||||
|
||||
|
||||
Selecting
|
||||
=========
|
||||
|
||||
Select
|
||||
Both :kbd:`LMB` and :kbd:`RMB` clicks work.
|
||||
Holding :kbd:`Shift` will extend the items selection.
|
||||
(De)select All :kbd:`A`
|
||||
Toggles selecting all files.
|
||||
Click :kbd:`LMB` to select a single item. Additionally hold :kbd:`Ctrl` to add/remove that item
|
||||
to/from the selection, or :kbd:`Shift` to select a range of items.
|
||||
Dragging
|
||||
Dragging with :kbd:`LMB` starts a :ref:`box selection <tool-select-box>`.
|
||||
|
||||
.. note::
|
||||
|
||||
You can always select several entries in the File Browser,
|
||||
the last selected one is considered as the active one.
|
||||
You can always select several entries in the File Browser --
|
||||
the last selected one is considered the active one.
|
||||
If the calling operation expects a single path (like e.g. the main blend-file *Open* one),
|
||||
it will get that active item's path, other selected ones will just be ignored.
|
||||
it will get that active item's path, and the other selected items will be ignored.
|
||||
|
||||
|
||||
Arrow Keys
|
||||
@ -335,22 +320,19 @@ Arrow Keys
|
||||
|
||||
It is also possible to select/deselect files by "walking" through them using the arrow keys:
|
||||
|
||||
- Just using an arrow key, the next file in the chosen direction will be selected and all others deselected.
|
||||
- Holding down :kbd:`Shift` while doing this does not deselect anything so it extends to the selection,
|
||||
plus it allows to deselect files by navigating into a block
|
||||
of already selected ones (minimum two files in sequence).
|
||||
- Holding down :kbd:`Shift-Ctrl` further selects/deselects all files in between.
|
||||
- Press an arrow key to select the next/previous file in the list and deselect all the others.
|
||||
- Hold :kbd:`Shift` to keep the current selection (and add to it).
|
||||
- Hold :kbd:`Shift-Ctrl` to invert the selection as you pass over it.
|
||||
|
||||
If no file is selected, the arrow key navigation selects the first or last file in the directory,
|
||||
depending on the arrow direction.
|
||||
|
||||
If you select a directory and hit :kbd:`Return`, you will go into that directory
|
||||
(and highlighting 'parent' ``..`` entry will bring you up one level).
|
||||
|
||||
|
||||
Editing
|
||||
=======
|
||||
|
||||
The following operations are available in the file list's context menu.
|
||||
|
||||
.. _bpy.ops.file.external_operation:
|
||||
|
||||
External
|
||||
@ -375,7 +357,7 @@ External
|
||||
|
||||
.. _bpy.ops.file.delete:
|
||||
|
||||
Delete Files :kbd:`Delete`, :kbd:`X`
|
||||
Delete :kbd:`Delete`, :kbd:`X`
|
||||
Delete the currently selected files or directories by moving them to the operating system's "trash".
|
||||
|
||||
Note, on Linux deleting directories requires KDE or GNOME.
|
||||
@ -383,4 +365,4 @@ Delete Files :kbd:`Delete`, :kbd:`X`
|
||||
.. _bpy.ops.file.rename:
|
||||
|
||||
Rename :kbd:`F2`
|
||||
Change the name for the currently selected file or directory.
|
||||
Change the name of the currently selected file or directory.
|
||||
|
@ -105,7 +105,7 @@ Copy/Paste
|
||||
|
||||
Copy and pastes imaged to/from a computers operating system.
|
||||
|
||||
Currently, only PNG files are supported and is only supported on Windows and Linux running Wayland.
|
||||
Currently, only PNG files are supported and Linux support requires Wayland.
|
||||
|
||||
|
||||
.. _bpy.ops.image.save:
|
||||
|
@ -7,7 +7,8 @@
|
||||
Spreadsheet
|
||||
***********
|
||||
|
||||
The Spreadsheet editor is used to inspect geometry attributes.
|
||||
The Spreadsheet editor is used to inspect the geometry attributes of the :term:`active` object,
|
||||
typically in order to debug :doc:`geometry nodes </modeling/geometry_nodes/introduction>`.
|
||||
|
||||
.. figure:: /images/editors_spreadsheet_interface.png
|
||||
:align: center
|
||||
@ -21,42 +22,45 @@ Header
|
||||
.. _bpy.types.SpaceSpreadsheet.object_eval_state:
|
||||
|
||||
Object Evaluation State
|
||||
Display the data of an object at different states of its evaluation.
|
||||
The state for which to display data.
|
||||
|
||||
:Evaluated: Display data from the object with all modifiers applied.
|
||||
:Original: Display data from the original object without any modifiers applied.
|
||||
:Viewer Node: Display data from the active Viewer node of the active object.
|
||||
:Viewer Node: Display the data that's fed into the active :doc:`/modeling/geometry_nodes/output/viewer`.
|
||||
|
||||
You can also toggle between *Evaluated* and *Viewer Node* by clicking the eye icon in the
|
||||
Viewer node's header.
|
||||
|
||||
.. _bpy.types.SpaceSpreadsheet.display_context_path_collapsed:
|
||||
|
||||
Breadcrumbs
|
||||
The breadcrumbs show three key parts of the path the evaluated object
|
||||
takes before showing the information in the `Main Region`_.
|
||||
In the order from left to right, the first item displayed is the :term:`Active` object.
|
||||
The next two items are displayed when the *Viewer* node evaluation state is chosen.
|
||||
The first of these next items is the name of the Geometry Nodes modifier,
|
||||
the last item shown is the name of the active Viewer node.
|
||||
Shows the name of the active object, and (if *Object Evaluation State* is set to *Viewer Node*)
|
||||
the name of the Geometry Nodes modifier and the active Viewer node.
|
||||
|
||||
Clicking the arrow between items hides the name of the active modifier.
|
||||
You can click one of the arrows between the names to hide the modifier.
|
||||
|
||||
.. _bpy.ops.spreadsheet.toggle_pin:
|
||||
|
||||
Toggle Pin
|
||||
Usually, the editor displays data from the active object.
|
||||
When an object is pinned, its data remains visible, even if another object becomes active.
|
||||
Click to "lock" the editor to the currently active object, and have it keep displaying that
|
||||
object's data even if another object becomes active. Click again to unlock.
|
||||
|
||||
.. _bpy.types.SpaceSpreadsheet.show_only_selected:
|
||||
|
||||
Selected Only
|
||||
This option is only available if the object is in Edit Mode.
|
||||
When checked, only data for the selected mesh elements is shown.
|
||||
When checked, only data for the selected geometry elements is shown.
|
||||
|
||||
.. _bpy.types.SpaceSpreadsheet.use_filter:
|
||||
|
||||
Use Filter
|
||||
Whether to use the filters that are defined in the Sidebar (see below).
|
||||
|
||||
Main Region
|
||||
===========
|
||||
|
||||
The main view allows you to view the actual spreadsheet.
|
||||
Row indices and column names remain visible when scrolling down or to the side.
|
||||
The main view shows the actual spreadsheet.
|
||||
Column names and row indices remain visible when scrolling down or to the side.
|
||||
|
||||
.. note::
|
||||
|
||||
@ -70,35 +74,11 @@ Row indices and column names remain visible when scrolling down or to the side.
|
||||
Data Set Region
|
||||
===============
|
||||
|
||||
With the Data Set region on the left you can choose which geometry component and geometry domain to view.
|
||||
For each attribute domain its size is displayed, for example the number of faces.
|
||||
With region on the left, you can choose what to display data for.
|
||||
The top tree lets you pick from the hierarchy of geometries, such as a mesh inside an instance.
|
||||
The bottom tree lets you pick a domain, such as mesh vertices or curve splines.
|
||||
|
||||
Mesh
|
||||
Mesh component containing point, corner, face and edge data.
|
||||
|
||||
:Vertex: Display attributes that are stored per vertex.
|
||||
:Edge: Display attributes that are stored per edge.
|
||||
:Face: Display attributes that are stored per face.
|
||||
:Face Corner: Display attributes that are stored per face corner.
|
||||
|
||||
Curve
|
||||
Display curve data which are the attributes on splines and control points.
|
||||
|
||||
:Control Point: Display attributes that are stored per control point.
|
||||
:Spline: Display attributes that are stored per spline.
|
||||
|
||||
Point Cloud
|
||||
Point cloud component containing only point data.
|
||||
|
||||
:Point: Display attributes that are stored per point.
|
||||
|
||||
Volume Grids
|
||||
Display OpenVDB volume grid data, each grid will be represented
|
||||
with the *Grid Name*, the *Data Type*, and the *Class*.
|
||||
The class can be either of: Fog Volume, Level Set, or Unknown.
|
||||
|
||||
Instances
|
||||
Display which objects and collections are instanced and their transforms.
|
||||
Each tree item shows the number of elements inside.
|
||||
|
||||
|
||||
Sidebar
|
||||
@ -106,44 +86,45 @@ Sidebar
|
||||
|
||||
.. _bpy.ops.spreadsheet.add_row_filter_rule:
|
||||
|
||||
The Sidebar contains row filters, which allow not including rows based on their value.
|
||||
The *Add Row Filter* button adds a new row filter.
|
||||
In the Sidebar, you can define filters so that only the rows matching these filters
|
||||
are displayed. Click *Add Row Filter* and set up the properties described below.
|
||||
|
||||
.. _bpy.types.SpaceSpreadsheetRowFilter.enabled:
|
||||
|
||||
Enabled
|
||||
Each row filter can be enabled or disabled. Disabled row filters are grayed out, and aren't used for filtering.
|
||||
Uncheck to temporarily disable the filter.
|
||||
|
||||
.. _bpy.types.SpaceSpreadsheetRowFilter.column_name:
|
||||
|
||||
Column
|
||||
Row filters hide rows based on the values of the selected column.
|
||||
The choice of name in the Column field determine which column is chosen.
|
||||
If the column is not currently available, the row filter will be grayed out.
|
||||
The name of the column to filter on. If there is no column with the specified name,
|
||||
the filter will be grayed out and ignored.
|
||||
|
||||
.. TODO 3.0 relink Attribute Convert node replacement tip:
|
||||
|
||||
To filter values based on a geometry attribute on a different domain,
|
||||
the :doc:`Attribute Convert </modeling/geometry_nodes/attribute/attribute_convert>` node
|
||||
can be used to move an attribute's values to any of a geometry component's other domains.
|
||||
If you want to filter on an attribute from another domain, you can use the
|
||||
:doc:`/modeling/geometry_nodes/attribute/store_named_attribute` to create a copy
|
||||
that's converted to the current domain, then filter on that.
|
||||
|
||||
.. _bpy.types.SpaceSpreadsheetRowFilter.operation:
|
||||
|
||||
Operation
|
||||
For spreadsheet column types besides Boolean columns and name or "string" columns,
|
||||
it is possible to choose which operation to filter with.
|
||||
For numerical columns, you can select one of the following comparison operators.
|
||||
Other columns only support *Equal To*.
|
||||
|
||||
:Equal To: Display the row when data values are within the provided threshold from the row filter's value.
|
||||
:Greater Than: Display the row when data values are greater than the row filter's value.
|
||||
:Less Than: Display the row when data values are less than the row filter's value.
|
||||
:Equal To: Only display rows whose value for the column is equal to the filter value
|
||||
(within the specified threshold).
|
||||
:Greater Than: Only display rows whose value for the column is greater than the filter value.
|
||||
:Less Than: Only display rows whose value for the column is less than the filter value.
|
||||
|
||||
Value
|
||||
The filter value to compare the row value to.
|
||||
|
||||
.. _bpy.types.SpaceSpreadsheetRowFilter.threshold:
|
||||
|
||||
Threshold
|
||||
The distance from the row filter's value for the equality operation.
|
||||
How much the row's value is allowed to deviate from the filter value before it is excluded.
|
||||
|
||||
|
||||
Status Bar
|
||||
==========
|
||||
|
||||
The status bar shows how many rows and columns there are and how many have been filtered out.
|
||||
The status bar shows how many rows and columns there are, and how many rows remain after filtering.
|
||||
|
@ -304,6 +304,12 @@ Sync Visible Range
|
||||
Only Show Selected
|
||||
Only show keyframes related to the selected items.
|
||||
This could be objects, bones, nodes, and so on.
|
||||
|
||||
.. note::
|
||||
If this option is enabled, the Timeline may not show all :doc:`material </render/materials/introduction>`
|
||||
keyframes of the selected objects. Instead, it only shows the keyframes belonging to the selected nodes
|
||||
in the :doc:`/editors/shader_editor`.
|
||||
|
||||
Only Show Errors
|
||||
Only show curves and drivers that are disabled or have errors.
|
||||
Useful for debugging.
|
||||
|
@ -41,6 +41,8 @@ Keep Shape
|
||||
When enabled, the smoothing algorithm will try to maintain as close as possible the overall
|
||||
shape of the original stroke.
|
||||
|
||||
Smooth Ends
|
||||
Smooth the ends of the strokes.
|
||||
|
||||
Influence
|
||||
---------
|
||||
|
@ -277,6 +277,7 @@ Face Mark Filtering
|
||||
-------------------
|
||||
|
||||
.. figure:: /images/grease-pencil_modifiers_generate_line-art_face-mark-filtering-panel.png
|
||||
:align: right
|
||||
|
||||
Face Mark Filtering subpanel.
|
||||
|
||||
@ -412,12 +413,17 @@ Bake
|
||||
|
||||
Bake Line Art
|
||||
Bakes Line Art strokes for active Grease Pencil object within the *start*, *end* frame range in scene.
|
||||
Bake Line Art (All) bakes all Grease Pencil objects that contains at least one Line Art modifier.
|
||||
After baking, baked Line Art modifiers will be deactivated automatically.
|
||||
|
||||
Bake All
|
||||
Bakes all Grease Pencil objects that contains at least one Line Art modifier.
|
||||
After baking, baked Line Art modifiers will be deactivated automatically.
|
||||
|
||||
Clear Baked Line Art
|
||||
Clears baked line art frames within the scene frame range for active Grease Pencil object.
|
||||
Clear Baked Line Art (All) applies the same operation for all Grease Pencil objects that
|
||||
|
||||
Clear All
|
||||
Clears baked line art for all Grease Pencil objects that
|
||||
contains at least one Line Art modifier.
|
||||
|
||||
.. warning::
|
||||
|
@ -20,10 +20,6 @@ They work by changing how an object is displayed and rendered, but not the geome
|
||||
You can add several modifiers to a single object forming the modifier stack
|
||||
and *Apply* a modifier if you wish to make its changes permanent.
|
||||
|
||||
.. figure:: /images/grease-pencil_modifiers_introduction_menu.png
|
||||
|
||||
Grease Pencil Modifiers menu.
|
||||
|
||||
There are four types of modifiers for Grease Pencil:
|
||||
|
||||
Edit
|
||||
|
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@ -1,5 +1,9 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="560px" height="110px" viewBox="0.5 0.5 560 110">
|
||||
|
||||
<g fill="#FFFFFF">
|
||||
<rect x="0" y="0" width="560" height="110"/>
|
||||
</g>
|
||||
|
||||
<g stroke="#000">
|
||||
<rect fill="#FFE76D" x="22" y="52" width="140" height="30" rx="6"/>
|
||||
<rect fill="#AEC6ED" x="182" y="39" width="80" height="55" rx="6"/>
|
||||
|
Before Width: | Height: | Size: 1.2 KiB After Width: | Height: | Size: 1.2 KiB |
@ -1,5 +1,9 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="584px" height="170px" viewBox="0.5 0.5 584 170">
|
||||
|
||||
<g fill="#FFFFFF">
|
||||
<rect x="0" y="0" width="584" height="170"/>
|
||||
</g>
|
||||
|
||||
<g stroke="#000">
|
||||
|
||||
<g fill="#FFE76D">
|
||||
|
Before Width: | Height: | Size: 1.8 KiB After Width: | Height: | Size: 1.8 KiB |
@ -12,6 +12,7 @@
|
||||
fill_curve.rst
|
||||
fillet_curve.rst
|
||||
interpolate_curves.rst
|
||||
merge_layers.rst
|
||||
resample_curve.rst
|
||||
reverse_curve.rst
|
||||
subdivide_curve.rst
|
||||
|
@ -0,0 +1,46 @@
|
||||
.. index:: Geometry Nodes; Merge Layers
|
||||
.. _bpy.types.GeometryNodeMergeLayers:
|
||||
|
||||
*****************
|
||||
Merge Layers Node
|
||||
*****************
|
||||
|
||||
.. figure:: /images/node-types_GeometryNodeMergeLayers.webp
|
||||
:align: right
|
||||
:alt: Merge Layers node.
|
||||
|
||||
Combines multiple :doc:`Grease Pencil Layers </grease_pencil/properties/layers>` into a single layer.
|
||||
|
||||
.. seealso::
|
||||
|
||||
:ref:`Merge Layers Operator <bpy.ops.grease_pencil.layer_merge>`
|
||||
|
||||
|
||||
Inputs
|
||||
======
|
||||
|
||||
Grease Pencil
|
||||
The grease pencil object with multiple layers to combine.
|
||||
Selection
|
||||
Operate of a subset of layers by setting the field layer index value to *true*.
|
||||
By default, all layers are selected.
|
||||
Group ID
|
||||
The index numbers of the layer to be merged.
|
||||
This input is only visible when using *By Group ID* Mode.
|
||||
|
||||
|
||||
Properties
|
||||
==========
|
||||
|
||||
Mode
|
||||
Determines how to choose which layers are merged.
|
||||
|
||||
:By Name: Combine all layers which have the same name.
|
||||
:By Group ID: Provide a custom group ID for each layer and all layers with the same ID will be merged into one.
|
||||
|
||||
|
||||
Outputs
|
||||
=======
|
||||
|
||||
Grease Pencil
|
||||
The grease pencil object with combined layers.
|
@ -1,38 +0,0 @@
|
||||
.. index:: Geometry Nodes; Curve Handle Position
|
||||
.. _bpy.types.GeometryNodeInputCurveHandlePositions:
|
||||
|
||||
**************************
|
||||
Curve Handle Position Node
|
||||
**************************
|
||||
|
||||
.. figure:: /images/node-types_GeometryNodeInputCurveHandlePositions.webp
|
||||
:align: right
|
||||
:alt: Curve Handle Position node.
|
||||
|
||||
The *Curve Handle Position* node outputs the position of each of a Bézier spline's handles.
|
||||
If the curve does not contain Bézier splines, the node will output zero.
|
||||
|
||||
The node to set this data is the :doc:`/modeling/geometry_nodes/curve/write/set_handle_positions`.
|
||||
|
||||
|
||||
Inputs
|
||||
======
|
||||
|
||||
Relative
|
||||
Output the handle positions relative to the corresponding control point
|
||||
instead of in the local space of the geometry.
|
||||
|
||||
Properties
|
||||
==========
|
||||
|
||||
This node has no properties.
|
||||
|
||||
|
||||
Outputs
|
||||
=======
|
||||
|
||||
Left
|
||||
The position of the each control point's left handle.
|
||||
|
||||
Right
|
||||
The position of the each control point's right handle.
|
@ -0,0 +1,38 @@
|
||||
.. index:: Geometry Nodes; Curve Handle Position
|
||||
.. _bpy.types.GeometryNodeInputCurveHandlePositions:
|
||||
|
||||
***************************
|
||||
Curve Handle Positions Node
|
||||
***************************
|
||||
|
||||
.. figure:: /images/node-types_GeometryNodeInputCurveHandlePositions.webp
|
||||
:align: right
|
||||
:alt: Curve Handle Position node.
|
||||
|
||||
Gets the two handle positions of each control point in a Bézier spline.
|
||||
|
||||
You can use the :doc:`/modeling/geometry_nodes/curve/write/set_handle_positions`
|
||||
to change these positions.
|
||||
|
||||
|
||||
Inputs
|
||||
======
|
||||
|
||||
Relative
|
||||
Output the handle positions relative to the control point
|
||||
instead of in the local space of the geometry.
|
||||
|
||||
Properties
|
||||
==========
|
||||
|
||||
This node has no properties.
|
||||
|
||||
|
||||
Outputs
|
||||
=======
|
||||
|
||||
Left
|
||||
The position of the control point's left handle.
|
||||
|
||||
Right
|
||||
The position of the control point's right handle.
|
@ -6,7 +6,7 @@
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
|
||||
curve_handle_position.rst
|
||||
curve_handle_positions.rst
|
||||
curve_length.rst
|
||||
curve_tangent.rst
|
||||
curve_tilt.rst
|
||||
|
@ -40,8 +40,8 @@ Mode
|
||||
The final normals are calculated to have the smallest twist around
|
||||
the curve tangent across the whole curve.
|
||||
:Z-Up:
|
||||
The final normals are calculated so that they is perpendicular to the Z axis and the tangent.
|
||||
If a series of points is vertical, the X axis is used
|
||||
The final normals are calculated so that they are perpendicular to the Z axis and the tangent.
|
||||
If a series of points is vertical, the X axis is used.
|
||||
:Free:
|
||||
Use the stored custom normal attribute (``custom_normal``) as the final normals.
|
||||
|
||||
|
@ -11,7 +11,7 @@ Set Handle Positions Node
|
||||
|
||||
The *Set Handle Positions* node sets the positions for the handles of :ref:`Bézier curves <curve-bezier>`.
|
||||
They can be used to alter the generated shape of the curve.
|
||||
The input node for this data is the :doc:`/modeling/geometry_nodes/curve/read/curve_handle_position`.
|
||||
The input node for this data is the :doc:`/modeling/geometry_nodes/curve/read/curve_handle_positions`.
|
||||
See the :ref:`Bézier curves <curve-bezier-handle-type>` page for more details.
|
||||
|
||||
.. note::
|
||||
|
@ -9,8 +9,8 @@ Split To Instances Node
|
||||
:align: right
|
||||
:alt: Split to Instance node.
|
||||
|
||||
The *Split to Instances* node splits up geometry elements into :doc:`/modeling/geometry_nodes/instances`,
|
||||
based on a Group ID.
|
||||
Splits a selection of geometry elements (such as faces) into groups,
|
||||
then turns each group into an :doc:`instance </modeling/geometry_nodes/instances>`.
|
||||
|
||||
|
||||
Inputs
|
||||
@ -20,44 +20,48 @@ Geometry
|
||||
Standard geometry input.
|
||||
|
||||
Selection
|
||||
Boolean field that is true for parts of the geometry to be evaluated.
|
||||
Parts not in the selection will not be in the node's output.
|
||||
Boolean field indicating which geometry elements to include.
|
||||
|
||||
Group ID
|
||||
ID field (integer) used to distinguish different groups.
|
||||
Integer field indicating which group each element belongs to. Elements with the
|
||||
same ID will be moved into the same output instance.
|
||||
|
||||
|
||||
Properties
|
||||
==========
|
||||
|
||||
Domain
|
||||
The domain on which the selection and group ID fields are evaluated.
|
||||
The type of geometry to extract and split.
|
||||
This is also the domain on which the *Selection* and *Group ID* fields are evaluated.
|
||||
|
||||
:Point:
|
||||
The fields are evaluated on points, control points, and vertices.
|
||||
Points, spline control points, and vertices.
|
||||
:Edge:
|
||||
The fields are evaluated on the edges of the mesh component.
|
||||
:Faces:
|
||||
The fields are evaluated on the faces of the mesh component.
|
||||
Mesh edges.
|
||||
:Face:
|
||||
Mesh faces.
|
||||
:Spline:
|
||||
The fields are evaluated on the splines in the curve component.
|
||||
:Instances:
|
||||
The fields are evaluated on the top-level instances. Realized instances are ignored.
|
||||
Curve splines.
|
||||
:Instance:
|
||||
Top-level instances. Realized instances are ignored.
|
||||
:Layer:
|
||||
Grease Pencil layers.
|
||||
|
||||
.. note::
|
||||
|
||||
When selecting a domain that doesn't modify all components, the unmodified
|
||||
components will not be present in the output.
|
||||
Geometry that doesn't match the selected domain will be removed.
|
||||
For example, if you choose *Edge*, any faces, splines, and instances in the input
|
||||
geometry will be lost.
|
||||
|
||||
|
||||
Output
|
||||
======
|
||||
|
||||
Instances
|
||||
input geometry splitted up as instances.
|
||||
The instances containing the grouped geometry elements.
|
||||
|
||||
Group ID
|
||||
ID field from the input Group ID
|
||||
Group ID of each instance.
|
||||
|
||||
|
||||
Examples
|
||||
@ -66,8 +70,10 @@ Examples
|
||||
.. figure:: /images/modeling_geometry-nodes_geometry_split-to-instances_example.png
|
||||
:align: center
|
||||
|
||||
Here, a grid is split into instances based on a voronoi texture, then translated randomly in Z.
|
||||
Note that the GroupID field expects different integers values (0, 1, 2, 3…), not floats (0.1, 0.2, 0.3),
|
||||
which is why the color needs to be multiplied by 1000.
|
||||
|
||||
In the example above, we start with a grid of 1000x1000 square faces serving as "pixels."
|
||||
Then, we group these faces into patches by assigning them a group ID sampled from a Voronoi texture,
|
||||
and move each resulting instance by a random amount along the Z axis.
|
||||
|
||||
Note that, because the texture outputs floating point values between 0 and 1 while the group ID
|
||||
is an integer, all the values would be rounded to 0 or 1 and we would only get two groups.
|
||||
To get more variation, we multiply the texture value by 1000.
|
||||
|
@ -9,8 +9,8 @@ Extrude Mesh Node
|
||||
:align: right
|
||||
:alt: Extrude Mesh node.
|
||||
|
||||
The *Extrude Mesh Node* generates new vertices, edges, or faces, on selected geometry
|
||||
and transforms them based on an offset.
|
||||
The *Extrude Mesh Node* generates new edges or faces on the selected geometry elements
|
||||
and moves them by a certain offset.
|
||||
|
||||
The operations are similar to the :doc:`extrude tools </modeling/meshes/editing/mesh/extrude>`
|
||||
in mesh edit mode, though there are some differences. Most importantly, the node never keeps the back-faces
|
||||
@ -24,27 +24,23 @@ Mesh
|
||||
Standard geometry input.
|
||||
|
||||
Selection
|
||||
Whether to extrude each element.
|
||||
True values mean elements will be extruded, false values mean elements will remain unchanged.
|
||||
A boolean field indicating which elements should be extruded.
|
||||
|
||||
Offset
|
||||
The amount to translate the new geometry on each axis. The default value of the "Offset" input
|
||||
is the mesh's :doc:`normals </modeling/geometry_nodes/geometry/read/normal>`. To change the distance,
|
||||
the *Scale* input can be used. However, when an input is computed for this directly, the length
|
||||
of the input vectors is used.
|
||||
The translation vector for each extruded element. By default, this is the element's
|
||||
:doc:`normal </modeling/geometry_nodes/geometry/read/normal>`.
|
||||
|
||||
.. tip::
|
||||
|
||||
Because the default input is the mesh's normals, they may need to be calculated just for this node.
|
||||
If the extrusion is only in one direction anyway, a potential performance improvement is to connect
|
||||
a :doc:`/modeling/geometry_nodes/input/constant/vector` instead.
|
||||
If all the elements are extruded in the same direction, you may be able to improve performance
|
||||
by connecting a :doc:`/modeling/geometry_nodes/input/constant/vector` to this input,
|
||||
thereby skipping the normal calculation.
|
||||
|
||||
Scale
|
||||
The factor used to scale elements or groups of elements.
|
||||
Offset Scale
|
||||
Scaling factor for the above translation vector.
|
||||
|
||||
Individual :guilabel:`Face Mode Only`
|
||||
Whether to extrude each face individually rather than extruding connected groups of faces together as regions.
|
||||
A quad side face will be generated on each side of every selected face.
|
||||
Whether to extrude each face individually rather than extruding connected groups of faces together.
|
||||
|
||||
|
||||
Properties
|
||||
@ -52,16 +48,16 @@ Properties
|
||||
|
||||
Mode
|
||||
:Vertices:
|
||||
This mode is quite simple, it just attaches new edges and vertices to the selected vertices.
|
||||
Attaches a new freestanding edge to each selected vertex.
|
||||
|
||||
:Edges:
|
||||
Attach new quad faces to the selected edges. Vertices shared by the
|
||||
original selected vertices are also shared in the duplicated edges.
|
||||
Attaches a new quad face to each selected edges. Vertices shared by the
|
||||
original selected edges are also shared in the duplicated edges.
|
||||
|
||||
.. note::
|
||||
|
||||
Depending on the situation, the normals of the new faces may be arbitrary. If the selected
|
||||
edges only have one selected face, then the node can pick a consistent orientation for the
|
||||
edges each have only one connected face, then the node can pick a consistent orientation for the
|
||||
new faces, but if there is more than one connected face, or no connected faces, the normals
|
||||
may have to be adjusted afterwards.
|
||||
|
||||
@ -70,9 +66,9 @@ Mode
|
||||
depending on the *Individual* boolean input.
|
||||
|
||||
When the *Individual* input is false, the node will find regions of connected faces and generate
|
||||
new "side" faces on the boundaries of those regions. If the whole mesh is selected and it is already
|
||||
a :term:`Manifold` shape, then result will just be that the whole mesh moves. Any vertices, edges
|
||||
or faces on the *inside* of the face regions are just moved, they are not duplicated.
|
||||
new "side" faces on the boundaries of those regions. Any vertices, edges or faces on the *inside*
|
||||
of the regions simply are moved, not duplicated. If the whole mesh is selected and it is already
|
||||
a :term:`Manifold` shape, then the result will just be that the whole mesh gets resized.
|
||||
|
||||
|
||||
Output
|
||||
@ -82,15 +78,12 @@ Mesh
|
||||
Standard geometry output.
|
||||
|
||||
Top
|
||||
A boolean field output containing the top new top geometry. The :ref:`domain <attribute-domains>`
|
||||
depends on the selected mode. In *Vertex* mode, this is a selection of the new vertices.
|
||||
In *Edge* mode, this is a selection of the duplicated edges
|
||||
and in *Face* mode, it is a selection of the new faces.
|
||||
A boolean field indicating the "top" elements in the extrusion. In *Vertex* mode, these are the new vertices;
|
||||
in *Edge* mode, the new edges; and in *Face* mode, the moved faces.
|
||||
|
||||
Side
|
||||
A boolean field output containing the "side" of the new geometry. In *Vertex* mode, it selects
|
||||
the new edges, in *Edge* mode, the new faces, and in *Face* mode, the new side faces are selected,
|
||||
which are all of the new faces that aren't in the *Top* selection.
|
||||
A boolean field indicating the "side" elements in the extrusion. In *Vertex* mode, these are the new edges;
|
||||
in *Edge* mode, the new faces; and in *Face* mode, too, the newly generated faces (as opposed to the moved ones).
|
||||
|
||||
|
||||
Examples
|
||||
@ -100,7 +93,7 @@ Examples
|
||||
:align: center
|
||||
|
||||
Here, the selection outputs are used to set materials on certain faces of the mesh.
|
||||
A :doc:`/modeling/geometry_nodes/utilities/random_value` node can be used to limit the
|
||||
A :doc:`/modeling/geometry_nodes/utilities/random_value` is used to limit the
|
||||
extrusion to a random set of faces.
|
||||
|
||||
|
||||
@ -126,7 +119,7 @@ Vertex Mode
|
||||
|
||||
The new edges created in vertex mode use the average value of all connected edges.
|
||||
|
||||
* New **vertices** have copied values from their original vertices
|
||||
* New **vertices** have copied values from their original vertices.
|
||||
* New **edges** have the average value of any connected original edges.
|
||||
For boolean attributes, edges are selected if any connected edges were selected.
|
||||
|
||||
|
@ -44,13 +44,13 @@ Operation
|
||||
Solver
|
||||
Algorithm used to calculate the Boolean intersections.
|
||||
|
||||
:Fast:
|
||||
:Float:
|
||||
Uses a mathematically simple solver which offers the best performance;
|
||||
however, this solver lacks support for overlapping geometry.
|
||||
:Exact:
|
||||
Uses a mathematically complex solver which offers the best results
|
||||
and has full support for overlapping geometry;
|
||||
however, this solver is much slower than the *Fast Solver*.
|
||||
however, this solver is much slower than the *Float Solver*.
|
||||
|
||||
|
||||
Output
|
||||
|
@ -9,29 +9,27 @@ Scale Elements Node
|
||||
:align: right
|
||||
:alt: Scale Elements node.
|
||||
|
||||
The *Scale Elements Node* scales groups of connected edges and faces.
|
||||
When multiple selected faces/edges share the same vertices, they are scaled together.
|
||||
The center and scaling factor is averaged in this case.
|
||||
Scales the selected faces or edges, letting you specify a scaling factor and pivot point for each one.
|
||||
Connected faces/edges are scaled together using their average factor and pivot point.
|
||||
|
||||
|
||||
Inputs
|
||||
======
|
||||
|
||||
Mesh
|
||||
Geometry
|
||||
Standard geometry input.
|
||||
|
||||
Selection
|
||||
Whether to scale each edge or face.
|
||||
True values mean the element will be scaled, false means it will be unaffected.
|
||||
Boolean field indicating which elements to scale.
|
||||
|
||||
Scale
|
||||
The factor used to scale elements or groups of elements.
|
||||
The scaling factor for each element.
|
||||
|
||||
Center
|
||||
Origin of the scaling for each element. If multiple elements are connected, their center is averaged.
|
||||
The pivot point for each element.
|
||||
|
||||
Axis :guilabel:`Single Axis Mode Only`
|
||||
Axis in which to scale the element. This input is normalized internally, so the length does not matter.
|
||||
Axis along which to scale each element. This vector is normalized internally, so the length does not matter.
|
||||
|
||||
|
||||
Properties
|
||||
@ -40,18 +38,18 @@ Properties
|
||||
Domain
|
||||
The element type to transform.
|
||||
|
||||
:Face: Scale individual faces or neighboring face islands.
|
||||
:Edge: Scale individual edges or neighboring edge islands.
|
||||
:Face: Scale faces.
|
||||
:Edge: Scale edges.
|
||||
|
||||
Scale Mode
|
||||
:Uniform: Scale elements by the same factor in every direction.
|
||||
:Single Axis: Scale elements in a single direction defined by the *Direction* input.
|
||||
:Single Axis: Scale elements in a single direction defined by the *Axis* input.
|
||||
|
||||
|
||||
Output
|
||||
======
|
||||
|
||||
Mesh
|
||||
Geometry
|
||||
Standard geometry output.
|
||||
|
||||
Examples
|
||||
@ -61,4 +59,4 @@ Examples
|
||||
:align: right
|
||||
|
||||
The node is useful when combined with the :doc:`/modeling/geometry_nodes/mesh/operations/extrude_mesh`,
|
||||
especially in *Individual* mode, where face islands don't need to be scaled together.
|
||||
especially in *Individual* mode where connected faces aren't extruded together.
|
||||
|
@ -9,27 +9,28 @@ Cone Node
|
||||
:align: right
|
||||
:alt: Cone node.
|
||||
|
||||
The *Cone* node generates a cone mesh that is optionally truncated.
|
||||
Generates a cone mesh that is optionally truncated.
|
||||
|
||||
|
||||
Inputs
|
||||
======
|
||||
|
||||
Vertices
|
||||
Number of points on the circle at the top and bottom.
|
||||
Number of vertices in the top and/or bottom circle of the cone.
|
||||
No geometry is generated if the number is below three.
|
||||
|
||||
Side Segments
|
||||
Number of edges running vertically along the side of the cone.
|
||||
Number of vertically stacked face loops that make up the cone's sides.
|
||||
Increasing this will add horizontal cuts.
|
||||
No geometry is generated if the number is below one.
|
||||
|
||||
Fill Segments
|
||||
Number of concentric rings used to fill the round faces at the top and bottom.
|
||||
Number of concentric rings in the top and/or bottom.
|
||||
No geometry is generated if the number is below one.
|
||||
|
||||
Radius Top
|
||||
The distance of the vertices in the top circle from the Z axis.
|
||||
If this is zero, the vertices in the circle are merged into one.
|
||||
The radius of the cone's top circle.
|
||||
If this is zero, the circle is reduced to a single vertex.
|
||||
|
||||
Radius Bottom
|
||||
Same as *Radius Top* but for the bottom circle.
|
||||
@ -39,7 +40,7 @@ Depth
|
||||
|
||||
.. note::
|
||||
|
||||
If the top and bottom radii are zero, this node will output a single line.
|
||||
If the top and bottom radii are both zero, this node will output a single line.
|
||||
|
||||
|
||||
Properties
|
||||
@ -49,8 +50,8 @@ Fill Type
|
||||
How the circles at the top and bottom are filled with faces when their radius is larger than zero.
|
||||
|
||||
:None: Do not fill the circles.
|
||||
:N-Gon: Fill the innermost segment of the circles with a single face.
|
||||
:Triangles: Fill the innermost segment of the circles with triangles connected to a new vertex on the Z axis.
|
||||
:N-Gon: Fill the innermost circles with a single face.
|
||||
:Triangles: Fill the innermost circles with triangles connected to a vertex in the center.
|
||||
|
||||
|
||||
Outputs
|
||||
@ -60,20 +61,18 @@ Mesh
|
||||
Standard geometry output.
|
||||
|
||||
Top
|
||||
A boolean attribute field with a selection of the faces on the top of the cone. If the *Fill Type*
|
||||
property is set to none, then this will be a selection of the top edges instead. If *Radius Top*
|
||||
A boolean field with a selection of the faces on the top of the cone. If the *Fill Type*
|
||||
is set to *None*, this will be a selection of the top edges instead. If *Radius Top*
|
||||
is zero, this will be a selection of the top vertex.
|
||||
|
||||
Side
|
||||
A boolean attribute field with a selection of the faces on the side of the cone.
|
||||
A boolean field with a selection of the faces on the side of the cone.
|
||||
|
||||
Bottom
|
||||
A boolean attribute field with a selection of the faces on the bottom of the cone. If the *Fill Type*
|
||||
property is set to none, then this will be a selection of the bottom edges instead. If *Radius Bottom*
|
||||
A boolean field with a selection of the faces on the bottom of the cone. If the *Fill Type*
|
||||
is set to *None*, this will be a selection of the bottom edges instead. If *Radius Bottom*
|
||||
is zero, this will be a selection of the bottom vertex.
|
||||
|
||||
UV Map
|
||||
A 2D vector representing the default X/Y coordinates of the :term:`UV Map` for the primitive's shape.
|
||||
This can be connected to the :doc:`/modeling/geometry_nodes/attribute/store_named_attribute`,
|
||||
to be used once the Geometry Nodes Modifier get applied.
|
||||
The UV map must be stored on the face corner in order to be accessed.
|
||||
The default UV coordinate of each face corner. This can be connected to the
|
||||
:doc:`/modeling/geometry_nodes/attribute/store_named_attribute` for populating a :term:`UV Map`.
|
||||
|
@ -14,7 +14,7 @@ The cost used to define "shortest" can be set to anything. By default there is a
|
||||
for every edge, but a typical input would be the length of each edge.
|
||||
|
||||
The output is encoded with vertex indices, and is meant to be used on the vertex domain.
|
||||
For each vertex, the *Next Vertex Input* output stores the index of the following vertex
|
||||
For each vertex, the *Next Vertex Index* output gives the index of the following vertex
|
||||
in the path to the "closest" endpoint.
|
||||
|
||||
The node is implemented with `Dijkstra's algorithm <https://en.wikipedia.org/wiki/Dijkstra%27s_algorithm>`__.
|
||||
@ -59,4 +59,4 @@ Next Vertex Index
|
||||
(as defined by the cost input).
|
||||
|
||||
Total Cost
|
||||
The remaining cost before an end vertex is reached by following the next vertex indices
|
||||
The remaining cost before an end vertex is reached.
|
||||
|
@ -8,4 +8,5 @@ Nodes that output to outside the node tree.
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
|
||||
warning.rst
|
||||
viewer.rst
|
||||
|
36
manual/modeling/geometry_nodes/output/warning.rst
Normal file
36
manual/modeling/geometry_nodes/output/warning.rst
Normal file
@ -0,0 +1,36 @@
|
||||
.. index:: Geometry Nodes; Warning
|
||||
.. _bpy.types.GeometryNodeWarning:
|
||||
|
||||
************
|
||||
Warning Node
|
||||
************
|
||||
|
||||
.. figure:: /images/node-types_GeometryNodeWarning.webp
|
||||
:align: right
|
||||
:alt: Warning Node.
|
||||
|
||||
Outputs a custom message that can be referenced in the
|
||||
:ref:`modifiers-geometry-nodes-warnings` panel of the Geometry Nodes Modifier.
|
||||
|
||||
This allows node groups to communicate expectations about input values.
|
||||
|
||||
|
||||
Inputs
|
||||
======
|
||||
|
||||
Show
|
||||
Present the warning in the :ref:`modifiers-geometry-nodes-warnings` panel.
|
||||
|
||||
|
||||
Properties
|
||||
==========
|
||||
|
||||
Warning Type
|
||||
The type of message to display, the type affects the icon displayed.
|
||||
|
||||
|
||||
Outputs
|
||||
=======
|
||||
|
||||
Show
|
||||
A passthrough of the *Show* input.
|
@ -59,7 +59,7 @@ Trailing
|
||||
The running total of values in the corresponding group, starting at zero.
|
||||
|
||||
Total
|
||||
The total of all of the values in the corresponding group
|
||||
The total of all the values in the corresponding group.
|
||||
|
||||
|
||||
Examples
|
||||
@ -85,7 +85,7 @@ Table
|
||||
+-------+-------------+---------+----------+-------+
|
||||
|
||||
A few examples of input values and the node's results. One important take-away from this table
|
||||
is that the specific values for the *Group Input* does not matter; it only matters that the
|
||||
is that the specific values for the *Group Input* do not matter; it only matters that the
|
||||
values are shared between elements.
|
||||
|
||||
Stacking Boxes
|
||||
|
@ -9,8 +9,7 @@ Invert Matrix Node
|
||||
:align: right
|
||||
:alt: Invert Matrix node.
|
||||
|
||||
The *Invert Matrix* node returns the mathematical
|
||||
`inverse matrix <https://mathworld.wolfram.com/MatrixInverse.html>`__.
|
||||
Returns the `inverse <https://mathworld.wolfram.com/MatrixInverse.html>`__ of the given matrix.
|
||||
|
||||
|
||||
Inputs
|
||||
@ -32,11 +31,11 @@ Outputs
|
||||
Matrix
|
||||
The inverted matrix.
|
||||
Invertible
|
||||
Returns true if the matrix cannot be inverted.
|
||||
For example. this can happen when a transformation matrix has a scale of zero.
|
||||
Returns whether the matrix could be inverted.
|
||||
This can be false when a transformation matrix has a scale of zero, for example.
|
||||
See `Invertible matrix <https://en.wikipedia.org/wiki/Invertible_matrix>`__ for more information.
|
||||
|
||||
.. important::
|
||||
|
||||
When a matrix is invertible, the `identity matrix <https://en.wikipedia.org/wiki/Identity_matrix>`__
|
||||
When a matrix is not invertible, the `identity matrix <https://en.wikipedia.org/wiki/Identity_matrix>`__
|
||||
is returned.
|
||||
|
@ -9,17 +9,21 @@ Project Point Node
|
||||
:align: right
|
||||
:alt: Project Point node.
|
||||
|
||||
The *Project Point* node projects a position vector using a :term:`Transformation Matrix`,
|
||||
using location, rotation, scale, and perspective divide.
|
||||
Applies a projection matrix to a point. Specifically, this node turns the given
|
||||
Euclidean vector (X, Y, Z) into the homogeneous vector (X, Y, Z, 1),
|
||||
multiplies the given projection matrix by it,
|
||||
and turns the resulting homogeneous vector back into a Euclidean one by dividing
|
||||
it by the absolute value of its W component. This last step is also known as
|
||||
perspective division.
|
||||
|
||||
|
||||
Inputs
|
||||
======
|
||||
|
||||
Vector
|
||||
The position vector vector to transform.
|
||||
The position vector to project.
|
||||
Transformation
|
||||
The transformation matrix.
|
||||
The projection matrix.
|
||||
|
||||
|
||||
Properties
|
||||
|
@ -0,0 +1,43 @@
|
||||
.. index:: Geometry Nodes; Axis to Rotation
|
||||
.. _bpy.types.FunctionNodeAxesToRotation:
|
||||
|
||||
*********************
|
||||
Axes to Rotation Node
|
||||
*********************
|
||||
|
||||
.. figure:: /images/node-types_FunctionNodeAxesToRotation.webp
|
||||
:align: right
|
||||
:alt: Axis to Rotation node.
|
||||
|
||||
Creates a rotation based on two axis directions.
|
||||
|
||||
.. tip::
|
||||
|
||||
In many cases, these directions are a normal and tangent on a mesh or curve.
|
||||
|
||||
|
||||
Inputs
|
||||
======
|
||||
|
||||
Primary Axis
|
||||
The desired direction of the primary axis.
|
||||
|
||||
Secondary Axis
|
||||
The desired direction of the secondary axis. Ideally, this is orthogonal to the primary direction.
|
||||
|
||||
|
||||
Properties
|
||||
==========
|
||||
|
||||
Primary Axis
|
||||
The axis (X, Y or Z) that should be aligned exactly to the primary direction.
|
||||
|
||||
Secondary Axis
|
||||
The axis that should be aligned as closely as possible to the secondary direction.
|
||||
|
||||
|
||||
Outputs
|
||||
=======
|
||||
|
||||
Rotation
|
||||
The rotation that results in the given axes being aligned to the given directions.
|
@ -1,47 +0,0 @@
|
||||
.. index:: Geometry Nodes; Axis to Rotation
|
||||
.. _bpy.types.FunctionNodeAxesToRotation:
|
||||
|
||||
*********************
|
||||
Axis to Rotation Node
|
||||
*********************
|
||||
|
||||
.. figure:: /images/node-types_FunctionNodeAxesToRotation.webp
|
||||
:align: right
|
||||
:alt: Axis to Rotation node.
|
||||
|
||||
The *Axis to Rotation* node creates a rotation from a primary and secondary axis.
|
||||
|
||||
The node rotates one axis (X, Y, or Z) to the given primary axis direction.
|
||||
Then it rotates around that primary direction to align the second axis to the given secondary direction.
|
||||
Ideally, both input axes are orthogonal.
|
||||
|
||||
.. tip::
|
||||
|
||||
In many cases, the primary and secondary axis inputs are a normal and tangent of a mesh or curve.
|
||||
|
||||
|
||||
Inputs
|
||||
======
|
||||
|
||||
Primary Axis
|
||||
The amount of rotation around the primary axis.
|
||||
|
||||
Secondary Axis
|
||||
The amount of rotation around the secondary axis.
|
||||
|
||||
|
||||
Properties
|
||||
==========
|
||||
|
||||
Primary Axis
|
||||
Axis that is aligned exactly to the provided primary direction.
|
||||
|
||||
Secondary Axis
|
||||
Axis that is aligned as well as possible given the alignment of the primary axis.
|
||||
|
||||
|
||||
Outputs
|
||||
=======
|
||||
|
||||
Rotation
|
||||
Standard rotation value.
|
@ -7,7 +7,7 @@
|
||||
:maxdepth: 1
|
||||
|
||||
align_rotation_to_vector.rst
|
||||
axis_to_rotation.rst
|
||||
axes_to_rotation.rst
|
||||
axis_angle_to_rotation.rst
|
||||
euler_to_rotation.rst
|
||||
invert_rotation.rst
|
||||
|
@ -9,33 +9,31 @@ Rotate Rotation Node
|
||||
:align: right
|
||||
:alt: Rotate Euler node.
|
||||
|
||||
The *Rotate Rotate Rotation* node applies an additional rotation amount to a rotation value.
|
||||
The *Rotate Rotation* node applies an additional rotation to a given one.
|
||||
|
||||
To rotate a :term:`Euler Rotation`, first use the :doc:`/modeling/geometry_nodes/utilities/rotation/euler_to_rotation`
|
||||
To rotate an :term:`Euler Rotation`, first use the :doc:`/modeling/geometry_nodes/utilities/rotation/euler_to_rotation`.
|
||||
|
||||
|
||||
Inputs
|
||||
======
|
||||
|
||||
Rotation
|
||||
The rotation to rotate.
|
||||
The starting rotation.
|
||||
|
||||
Rotate By
|
||||
Specifies how much a rotation is rotated.
|
||||
The additional rotation.
|
||||
|
||||
|
||||
Properties
|
||||
==========
|
||||
|
||||
Space
|
||||
Base orientation for the rotation.
|
||||
|
||||
:Global: Rotate a rotation in :term:`Global Space`.
|
||||
:Local: Rotate a rotation in :term:`Local Space`.
|
||||
:Global: Rotate in :term:`Global Space`.
|
||||
:Local: Rotate in :term:`Local Space`.
|
||||
|
||||
|
||||
Outputs
|
||||
=======
|
||||
|
||||
Rotation
|
||||
The rotated rotation.
|
||||
The resulting rotation.
|
||||
|
@ -9,14 +9,14 @@ Rotation to Quaternion Node
|
||||
:align: right
|
||||
:alt: Rotation to Quaternion node.
|
||||
|
||||
The *Rotation to Quaternion* node converts a standard rotation socket value to a
|
||||
:ref:`quaternion rotation <quaternion mode>` rotation.
|
||||
The *Rotation to Quaternion* node converts a standard rotation value to a
|
||||
:ref:`quaternion rotation <quaternion mode>`.
|
||||
|
||||
Inputs
|
||||
======
|
||||
|
||||
Rotation
|
||||
Standard rotation socket value.
|
||||
Standard rotation value.
|
||||
|
||||
|
||||
Outputs
|
||||
|
@ -18,14 +18,18 @@ Inputs
|
||||
Value
|
||||
Floating-point value to be converted.
|
||||
|
||||
Decimals
|
||||
Decimals :guilabel:`Float Data Type`
|
||||
Integer value used to determine the precision of the output value.
|
||||
|
||||
|
||||
Properties
|
||||
==========
|
||||
|
||||
This node has no properties.
|
||||
Data Type
|
||||
The type of numerical value to convert to a string.
|
||||
|
||||
:Float: Convert a floating-point value to a string.
|
||||
:Integer: Convert a 32-bit integer to a string.
|
||||
|
||||
|
||||
Outputs
|
||||
|
@ -42,6 +42,17 @@ Inputs
|
||||
node the input is connected to.
|
||||
|
||||
|
||||
.. _modifiers-geometry-nodes-warnings:
|
||||
|
||||
Warnings
|
||||
--------
|
||||
|
||||
Nodes that show a warning message in the node editor will also show that message here.
|
||||
|
||||
Custom warning messages can be created using the :doc:`/modeling/geometry_nodes/output/warning`.
|
||||
|
||||
|
||||
|
||||
Output Attributes
|
||||
-----------------
|
||||
|
||||
|
@ -17,7 +17,7 @@ When moving, rotating or scaling, if you only want certain axes to be affected,
|
||||
you can restrict the transformation to those axes.
|
||||
|
||||
By default the constraint keys are :kbd:`X`, :kbd:`Y` and :kbd:`Z`.
|
||||
This constraint can be restricted to plane if :kbd`Shift`
|
||||
This constraint can be restricted to a plane if :kbd:`Shift`
|
||||
is pressed or automatically detected if :kbd:`MMB` is pressed.
|
||||
|
||||
It is worth noting that if you press the same contraint hotkey a second time,
|
||||
|
@ -68,43 +68,31 @@ Edit the Simulation
|
||||
|
||||
Switch to *Particle Edit* from the *Mode* select menu in the header of the 3D Viewport
|
||||
to edit the particle's paths/Keyframes. You may need to press :kbd:`T` from within the 3D Viewport
|
||||
to see the *Particle Edit* panel. Move to the frame you want to edit and use the various *Particle Edit*
|
||||
tools to edit your simulation. Work slowly, previewing your changes with :kbd:`Alt-A`,
|
||||
and save often so that you can go back to the previous version should something happen,
|
||||
or that you do not like the latest changes you have made.
|
||||
|
||||
.. tip:: To be able to clearly see what you are working on:
|
||||
|
||||
#. Open the Options panel in the Toolbar.
|
||||
#. Select *Point select mode* (see below) in the header of the 3D Viewport.
|
||||
This will display key points along the particle path.
|
||||
|
||||
to see the *Particle Edit* toolbox. Move to the frame you want to edit and use the various
|
||||
tools to edit your simulation.
|
||||
|
||||
.. _particle-edit-selecting:
|
||||
|
||||
Selecting
|
||||
=========
|
||||
|
||||
- Single: :kbd:`LMB`.
|
||||
.. tip::
|
||||
Switch to the *Point select mode* (see below) in the header of the 3D Viewport to be able to
|
||||
see and select the keypoints.
|
||||
|
||||
- Select single: :kbd:`LMB`.
|
||||
- Add to/remove from selection: :kbd:`Shift-LMB`.
|
||||
- All: :kbd:`A`.
|
||||
- None :kbd:`Alt-A`
|
||||
- Invert :kbd:`Ctrl-I`
|
||||
- None: :kbd:`Alt-A`.
|
||||
- Invert: :kbd:`Ctrl-I`.
|
||||
- Box select: :kbd:`B`.
|
||||
- Circle Select :kbd:`C`.
|
||||
- Lasso Select :kbd:`Ctrl-Alt-LMB`.
|
||||
- Select Linked: Move the mouse over a keypoint and press :kbd:`L`.
|
||||
- Circle Select: :kbd:`C`.
|
||||
- Lasso Select: :kbd:`Ctrl-Alt-LMB`.
|
||||
- Select Linked: Move the mouse over a path and press :kbd:`L` to add all its points to the selection.
|
||||
- Unselect Linked: Move the mouse over a path and press :kbd:`Shift-L` to remove all its points
|
||||
from the selection.
|
||||
- Root/Tips: :menuselection:`Select --> Roots / Tips`.
|
||||
|
||||
.. tip:: Selections
|
||||
|
||||
Selections are extremely useful for modifying only the particles that you want.
|
||||
Hover over a particle path and press :kbd:`L` to link-select it,
|
||||
hover over the next and press :kbd:`L` to add that path to the selection.
|
||||
To remove a path, hold :kbd:`Shift` and press :kbd:`L`. To Deselect all press :kbd:`A`.
|
||||
|
||||
The method to select individual points is the same as in Edit Mode.
|
||||
:kbd:`RMB` to select, :kbd:`Shift-RMB` to add/remove a point from the selection.
|
||||
|
||||
|
||||
.. _bpy.ops.particle.select_random:
|
||||
|
||||
|
@ -86,7 +86,7 @@ Lasso Mask
|
||||
|
||||
:Mode: Sculpt Mode
|
||||
:Menu: :menuselection:`Mask --> Lasso Mask`
|
||||
:Shortcut: :kbd:`Shift-Ctrl-LMB`
|
||||
:Shortcut: :kbd:`Ctrl-RMB`
|
||||
|
||||
Can be used to create a free-form mask, similar to the :ref:`Lasso Mask <tool-lasso-mask>` tool.
|
||||
This is very commonly used.
|
||||
|
Loading…
Reference in New Issue
Block a user