Fix: Structure/Shading punctuation and repeated words #105016
@ -92,17 +92,17 @@ and thus greatly influence the shading of those objects. Normals can be shaded s
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When a mesh uses flat shading, the faces are rendered and displayed faces uniformly.
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When a mesh uses flat shading, the faces are rendered and displayed faces uniformly.
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This is usually desirable for objects with flat surfaces such as a cube or pyramid.
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This is usually desirable for objects with flat surfaces such as a cube or pyramid.
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When a mesh uses smooth shading, the normals are interpolated cross the vertices of a polygonal mesh,
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When a mesh uses smooth shading, the normals are interpolated across the vertices of a polygonal mesh,
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smooth transitions between adjacent polygons can be achieved, resulting in a more realistic appearance.
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smooth transitions between adjacent polygons can be achieved, resulting in a more realistic appearance.
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By default face normals have flat shading however, this can be adjusted either for the whole object or per face.
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By default face normals have flat shading however, this can be adjusted either for the whole object or per face.
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To adjust the the shading of the whole object, use:
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To adjust the shading of the whole object, use:
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- :ref:`bpy.ops.object.shade_smooth` -- To mark the whole object as smooth
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- :ref:`bpy.ops.object.shade_smooth` -- To mark the whole object as smooth.
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- :ref:`bpy.ops.object.shade_auto_smooth` -- To mark portions of the object as smooth
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- :ref:`bpy.ops.object.shade_auto_smooth` -- To mark portions of the object as smooth.
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To revert to flat shading, use :ref:`bpy.ops.object.shade_flat`
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To revert to flat shading, use :ref:`bpy.ops.object.shade_flat`.
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The shading of objects can also be adjusted per face, edge, or vertex.
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The shading of objects can also be adjusted per face, edge, or vertex.
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