[Bf-blender-cvs] [2ac5b55289d] master: UI: add tooltips for nodes to the shader node add menu

Arye Ramaty noreply at git.blender.org
Wed Jun 29 16:19:30 CEST 2022


Commit: 2ac5b55289d361de7fccc9be188b98df358ab932
Author: Arye Ramaty
Date:   Wed Jun 29 15:32:43 2022 +0200
Branches: master
https://developer.blender.org/rB2ac5b55289d361de7fccc9be188b98df358ab932

UI: add tooltips for nodes to the shader node add menu

These are based on the descriptions from the manual, with various changes.

Differential Revision: https://developer.blender.org/D15309

===================================================================

M	source/blender/nodes/NOD_static_types.h

===================================================================

diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h
index 20b3a61fd0b..62a6f85a04c 100644
--- a/source/blender/nodes/NOD_static_types.h
+++ b/source/blender/nodes/NOD_static_types.h
@@ -17,111 +17,111 @@
 /* WARNING! If you edit those strings, please do the same in relevant nodes files (under blender/nodes/...)! */
 
 /*       Tree type       Node ID                  RNA def function        Enum name         Struct name       UI Name              UI Description */
-DefNode(Node,           NODE_FRAME,              def_frame,              "FRAME",          Frame,            "Frame",             ""              )
-DefNode(Node,           NODE_GROUP,              def_group,              "GROUP",          Group,            "Group",             ""              )
-DefNode(Node,           NODE_GROUP_INPUT,        def_group_input,        "GROUP_INPUT",    GroupInput,       "Group Input",       ""              )
-DefNode(Node,           NODE_GROUP_OUTPUT,       def_group_output,       "GROUP_OUTPUT",   GroupOutput,      "Group Output",      ""              )
-DefNode(Node,           NODE_REROUTE,            0,                      "REROUTE",        Reroute,          "Reroute",           ""              )
+DefNode(Node,           NODE_FRAME,              def_frame,              "FRAME",          Frame,            "Frame",             "Collect related nodes together in a common area.\nFrames are useful when a node setup becomes large and confusing yet the re-usability of a Node Group is not required")
+DefNode(Node,           NODE_GROUP,              def_group,              "GROUP",          Group,            "Group",             "")
+DefNode(Node,           NODE_GROUP_INPUT,        def_group_input,        "GROUP_INPUT",    GroupInput,       "Group Input",       "While inside a group, expose connected data as sockets in the node gruop interface")
+DefNode(Node,           NODE_GROUP_OUTPUT,       def_group_output,       "GROUP_OUTPUT",   GroupOutput,      "Group Output",      "While inside a group, output connected data")
+DefNode(Node,           NODE_REROUTE,            0,                      "REROUTE",        Reroute,          "Reroute",           "Used for organizing.\nReroute looks and behaves much like a socket on other nodes in that it supports one input connection while allowing multiple output connections")
 
-DefNode(ShaderNode,     SH_NODE_RGB,             0,                      "RGB",            RGB,              "RGB",               ""              )
-DefNode(ShaderNode,     SH_NODE_VALUE,           0,                      "VALUE",          Value,            "Value",             ""              )
-DefNode(ShaderNode,     SH_NODE_MIX_RGB,         def_mix_rgb,            "MIX_RGB",        MixRGB,           "MixRGB",            ""              )
-DefNode(ShaderNode,     SH_NODE_VALTORGB,        def_colorramp,          "VALTORGB",       ValToRGB,         "ColorRamp",         ""              )
-DefNode(ShaderNode,     SH_NODE_RGBTOBW,         0,                      "RGBTOBW",        RGBToBW,          "RGB to BW",         ""              )
-DefNode(ShaderNode,     SH_NODE_SHADERTORGB,     0,                      "SHADERTORGB",    ShaderToRGB,      "Shader to RGB",     ""              )
-DefNode(ShaderNode,     SH_NODE_NORMAL,          0,                      "NORMAL",         Normal,           "Normal",            ""              )
-DefNode(ShaderNode,     SH_NODE_GAMMA,           0,                      "GAMMA",          Gamma,            "Gamma",             ""              )
-DefNode(ShaderNode,     SH_NODE_BRIGHTCONTRAST,  0,                      "BRIGHTCONTRAST", BrightContrast,   "Bright Contrast",   ""              )
-DefNode(ShaderNode,     SH_NODE_MAPPING,         def_sh_mapping,         "MAPPING",        Mapping,          "Mapping",           ""              )
-DefNode(ShaderNode,     SH_NODE_CURVE_VEC,       def_vector_curve,       "CURVE_VEC",      VectorCurve,      "Vector Curves",     ""              )
-DefNode(ShaderNode,     SH_NODE_CURVE_RGB,       def_rgb_curve,          "CURVE_RGB",      RGBCurve,         "RGB Curves",        ""              )
-DefNode(ShaderNode,     SH_NODE_CAMERA,          0,                      "CAMERA",         CameraData,       "Camera Data",       ""              )
-DefNode(ShaderNode,     SH_NODE_MAP_RANGE,       def_map_range,          "MAP_RANGE",      MapRange,         "Map Range",         ""              )
-DefNode(ShaderNode,     SH_NODE_CLAMP,           def_clamp,              "CLAMP",          Clamp,            "Clamp",             ""              )
-DefNode(ShaderNode,     SH_NODE_MATH,            def_math,               "MATH",           Math,             "Math",              ""              )
-DefNode(ShaderNode,     SH_NODE_VECTOR_MATH,     def_vector_math,        "VECT_MATH",      VectorMath,       "Vector Math",       ""              )
-DefNode(ShaderNode,     SH_NODE_SQUEEZE,         0,                      "SQUEEZE",        Squeeze,          "Squeeze Value",     ""              )
-DefNode(ShaderNode,     SH_NODE_INVERT,          0,                      "INVERT",         Invert,           "Invert",            ""              )
-DefNode(ShaderNode,     SH_NODE_SEPRGB_LEGACY,   0,                      "SEPRGB",         SeparateRGB,      "Separate RGB",      ""              )
-DefNode(ShaderNode,     SH_NODE_COMBRGB_LEGACY,  0,                      "COMBRGB",        CombineRGB,       "Combine RGB",       ""              )
-DefNode(ShaderNode,     SH_NODE_HUE_SAT,         0,                      "HUE_SAT",        HueSaturation,    "Hue Saturation Value",    ""              )
+DefNode(ShaderNode,     SH_NODE_RGB,             0,                      "RGB",            RGB,              "RGB",               "A color picker")
+DefNode(ShaderNode,     SH_NODE_VALUE,           0,                      "VALUE",          Value,            "Value",             "A node to input numerical values to other nodes in the tree")
+DefNode(ShaderNode,     SH_NODE_MIX_RGB,         def_mix_rgb,            "MIX_RGB",        MixRGB,           "MixRGB",            "Mix colors by working on the individual and corresponding pixels of the two input colors")
+DefNode(ShaderNode,     SH_NODE_VALTORGB,        def_colorramp,          "VALTORGB",       ValToRGB,         "ColorRamp",         "Map values to colors with the use of a gradient")
+DefNode(ShaderNode,     SH_NODE_RGBTOBW,         0,                      "RGBTOBW",        RGBToBW,          "RGB to BW",         "Convert an RGB color image to a grayscale by the luminance")
+DefNode(ShaderNode,     SH_NODE_SHADERTORGB,     0,                      "SHADERTORGB",    ShaderToRGB,      "Shader to RGB",     "Convert rendering effect (such as light and shadow) to color.\nTypically used for non-photorealistic rendering, to apply additional effects on the output of BSDFs.\nFor example, a color ramp on the output of a diffuse BSDF can be used to create a flexible toon shader.\nNote: only supported for Eevee")
+DefNode(ShaderNode,     SH_NODE_NORMAL,          0,                      "NORMAL",         Normal,           "Normal",            "Generate a normal vector and a dot product")
+DefNode(ShaderNode,     SH_NODE_GAMMA,           0,                      "GAMMA",          Gamma,            "Gamma",             "Apply a gamma correction")
+DefNode(ShaderNode,     SH_NODE_BRIGHTCONTRAST,  0,                      "BRIGHTCONTRAST", BrightContrast,   "Bright Contrast",   "Control the brightness and contrast of the input color")
+DefNode(ShaderNode,     SH_NODE_MAPPING,         def_sh_mapping,         "MAPPING",        Mapping,          "Mapping",           "Transform the input vector by applying translation, rotation, and scaling")
+DefNode(ShaderNode,     SH_NODE_CURVE_VEC,       def_vector_curve,       "CURVE_VEC",      VectorCurve,      "Vector Curves",     "Map an input vector component to a curve, Used to fine-tune the interpolation of the input")
+DefNode(ShaderNode,     SH_NODE_CURVE_RGB,       def_rgb_curve,          "CURVE_RGB",      RGBCurve,         "RGB Curves",        "Apply color corrections for each color channel")
+DefNode(ShaderNode,     SH_NODE_CAMERA,          0,                      "CAMERA",         CameraData,       "Camera Data",       "Use to get information about the position of the object relative to the camera.\nFor Example: To change the shading of objects further away from the camera, or make custom fog effects")
+DefNode(ShaderNode,     SH_NODE_MAP_RANGE,       def_map_range,          "MAP_RANGE",      MapRange,         "Map Range",         "Remap a value from a range to a target range")
+DefNode(ShaderNode,     SH_NODE_CLAMP,           def_clamp,              "CLAMP",          Clamp,            "Clamp",             "Clamp a value between a minimum and a maximum")
+DefNode(ShaderNode,     SH_NODE_MATH,            def_math,               "MATH",           Math,             "Math",              "Perform math operations")
+DefNode(ShaderNode,     SH_NODE_VECTOR_MATH,     def_vector_math,        "VECT_MATH",      VectorMath,       "Vector Math",       "Perform vector math operation")
+DefNode(ShaderNode,     SH_NODE_SQUEEZE,         0,                      "SQUEEZE",        Squeeze,          "Squeeze Value",     "")
+DefNode(ShaderNode,     SH_NODE_INVERT,          0,                      "INVERT",         Invert,           "Invert",            "Inverts a color, producing a negative")
+DefNode(ShaderNode,     SH_NODE_SEPRGB_LEGACY,   0,                      "SEPRGB",         SeparateRGB,      "Separate RGB",      "Split an image into its red, green and blue channels")
+DefNode(ShaderNode,     SH_NODE_COMBRGB_LEGACY,  0,                      "COMBRGB",        CombineRGB,       "Combine RGB",       "Combine an image from its red, green and blue channels")
+DefNode(ShaderNode,     SH_NODE_HUE_SAT,         0,                      "HUE_SAT",        HueSaturation,    "Hue Saturation Value","Apply a color transformation in the HSV Color Model")
 
-DefNode(ShaderNode,     SH_NODE_OUTPUT_MATERIAL,    def_sh_output,          "OUTPUT_MATERIAL",    OutputMaterial,   "Material Output",   ""       )
-DefNode(ShaderNode,     SH_NO

@@ Diff output truncated at 10240 characters. @@



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