[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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