[Bf-docboard-svn] bf-manual: [7273] trunk/blender_docs/manual: some fixes
Tobias Heinke
noreply at blender.org
Fri Oct 23 01:03:44 CEST 2020
Revision: 7273
https://developer.blender.org/rBM7273
Author: TobiasH
Date: 2020-10-23 01:03:43 +0200 (Fri, 23 Oct 2020)
Log Message:
-----------
some fixes
Modified Paths:
--------------
trunk/blender_docs/manual/addons/import_export/scene_gltf2.rst
trunk/blender_docs/manual/addons/object/greasepencil_tools.rst
trunk/blender_docs/manual/editors/3dview/display/shading.rst
trunk/blender_docs/manual/modeling/hair.rst
trunk/blender_docs/manual/modeling/meshes/editing/uv.rst
trunk/blender_docs/manual/modeling/meshes/uv/editing.rst
trunk/blender_docs/manual/modeling/modifiers/generate/subdivision_surface.rst
trunk/blender_docs/manual/modeling/point_cloud.rst
trunk/blender_docs/manual/physics/cloth/settings/cache.rst
trunk/blender_docs/manual/render/cycles/gpu_rendering.rst
trunk/blender_docs/manual/scene_layout/object/editing/delete.rst
trunk/blender_docs/manual/sculpt_paint/sculpting/tool_settings/symmetry.rst
Modified: trunk/blender_docs/manual/addons/import_export/scene_gltf2.rst
===================================================================
--- trunk/blender_docs/manual/addons/import_export/scene_gltf2.rst 2020-10-22 20:06:59 UTC (rev 7272)
+++ trunk/blender_docs/manual/addons/import_export/scene_gltf2.rst 2020-10-22 23:03:43 UTC (rev 7273)
@@ -54,7 +54,7 @@
- Metallic
- Roughness
- Baked Ambient Occlusion
-- Normal Map (Tangent-space, +Y up)
+- Normal Map (tangent space, +Y up)
- Emissive
Some additional material properties or types of materials can be expressed using glTF extensions:
@@ -235,27 +235,26 @@
Clearcoat
^^^^^^^^^
-When the Clearcoat input on the Principled BSDF node has a non-zero default value or
+When the *Clearcoat* input on the Principled BSDF node has a non-zero default value or
Image Texture node connected, the ``KHR_materials_clearcoat`` glTF extension will be
included in the export. This extension will also include a value or Image Texture
-from the Clearcoat Roughness input if available.
+from the *Clearcoat Roughness* input if available.
If Image Textures are used, glTF requires that the clearcoat values be written to
-the red (``R``) channel, and clearcoat roughness to the green (``G``) channel.
-If monochrome images are connected, the addon will remap them to these color channels
-during export.
+the red (``R``) channel, and *Clearcoat Roughness* to the green (``G``) channel.
+If monochrome images are connected, the exporter will remap them to these color channels.
-The Clearcoat Normal input accepts the same kinds of inputs as the base Normal input,
+The *Clearcoat Normal* input accepts the same kinds of inputs as the base Normal input,
specifically a tangent-space normal map with +Y up, and a user-defined strength.
-This input can re-use the same normal map that the base material is using, or can
-be assigned its own normal map, or can be left disconnected for a smooth coating.
+This input can reuse the same normal map that the base material is using,
+or can be assigned its own normal map, or can be left disconnected for a smooth coating.
-All clearcoat-related Image Texture node(s) should have their *Color Space* set to Non-Color.
+All Image Texture nodes used for clearcoat shading should have their *Color Space* set to Non-Color.
.. figure:: /images/addons_import-export_scene-gltf2_material-clearcoat.png
An example of a complex clearcoat application that will export correctly to glTF.
- A much simpler, smooth coating could be applied from just the Principled BSDF node alone.
+ A much simpler, smooth coating can be applied from just the Principled BSDF node alone.
Transmission
@@ -263,35 +262,33 @@
When the Transmission input on the Principled BSDF node has a non-zero default value or
Image Texture node connected, the ``KHR_materials_transmission`` glTF extension will be
-included in the export. When a texture is used, glTF stores the values in
-the red (``R``) channel. The *Color Space* should be set to Non-Color.
+included in the export. When a texture is used, glTF stores the values in the red (``R``) channel.
+The *Color Space* should be set to Non-Color.
-Transmission is different from alpha blending, because transmission allows full-strength
-specular reflections. In glTF, alpha blending is intended to represent physical materials
-that are partially missing from the specified geometry, such as medical gauze wrap. Transmission
-is intended to represent physical materials that are solid but allow non-specularly-reflected
-light to transmit through the material, like glass.
+Transmission is different from alpha blending, because transmission allows full-strength specular reflections.
+In glTF, alpha blending is intended to represent physical materials that are partially missing from
+the specified geometry, such as medical gauze wrap. Transmission is intended to represent physical materials
+that are solid but allow non-specularly-reflected light to transmit through the material, like glass.
-glTF does not offer a separate "Transmission Roughness," but the material's base roughness
+glTF does not offer a separate "Transmission Roughness", but the material's base roughness
can be used to blur the transmission, like frosted glass.
.. tip::
- Typically the alpha blend mode of a transmissive material should remain "Opaque," the
- default setting, unless the material only partially covers the specified geometry.
+ Typically the alpha blend mode of a transmissive material should remain "Opaque",
+ the default setting, unless the material only partially covers the specified geometry.
.. note::
- In real-time engines where transmission is supported, various technical limitations
- in the engine may determine which parts of the scene are visible through the
- transmissive surface. In particular, transmissive materials may not be visible behind
- other transmissive materials. These limitations affect physically-based transmission,
- but not alpha-blended non-transmissive materials.
+ In real-time engines where transmission is supported, various technical limitations in
+ the engine may determine which parts of the scene are visible through the transmissive surface.
+ In particular, transmissive materials may not be visible behind other transmissive materials.
+ These limitations affect physically-based transmission, but not alpha-blended non-transmissive materials.
.. warning::
- Transmission is complex for real-time rendering engines to implement, and support
- for the ``KHR_materials_transmission`` glTF extension is not yet widespread.
+ Transmission is complex for real-time rendering engines to implement,
+ and support for the ``KHR_materials_transmission`` glTF extension is not yet widespread.
Double-Sided / Backface Culling
@@ -428,10 +425,9 @@
Third-party glTF Extensions
---------------------------
-It is possible for Python developers to add Blender support for additional glTF extensions
-by writing their own third-party add-on, without modifying this glTF add-on. For more information,
-`see the example on GitHub <https://github.com/KhronosGroup/glTF-Blender-IO/tree/master/example-addons/example_gltf_extension>`__
-and if needed,
+GIt is possible for Python developers to add Blender support for additional glTF extensions by writing their
+own third-party add-on, without modifying this glTF add-on. For more information, `see the example on GitHub
+<https://github.com/KhronosGroup/glTF-Blender-IO/tree/master/example-addons/example_gltf_extension>`__ and if needed,
`register an extension prefix <https://github.com/KhronosGroup/glTF/blob/master/extensions/Prefixes.md>`__.
@@ -438,12 +434,12 @@
Custom Properties
=================
-Custom properties are always imported, and will be exported from most objects if the
-:menuselection:`Include --> Custom Properties` option is selected before export. These
-are stored in the ``extras`` field on the corresponding object in the glTF file.
+Custom properties are always imported, and will be exported from most objects
+if the :menuselection:`Include --> Custom Properties` option is selected before export.
+These are stored in the ``extras`` field on the corresponding object in the glTF file.
-Unlike glTF extensions, custom properties (extras) have no defined name-space, and may
-be used for any user-specific or application-specific purposes.
+Unlike glTF extensions, custom properties (extras) have no defined name-space,
+and may be used for any user-specific or application-specific purposes.
Animation
Modified: trunk/blender_docs/manual/addons/object/greasepencil_tools.rst
===================================================================
--- trunk/blender_docs/manual/addons/object/greasepencil_tools.rst 2020-10-22 20:06:59 UTC (rev 7272)
+++ trunk/blender_docs/manual/addons/object/greasepencil_tools.rst 2020-10-22 23:03:43 UTC (rev 7273)
@@ -35,7 +35,7 @@
- :kbd:`M` to toggle between Linear and Spline mode.
- :kbd:`1-9` to set the subdivision level of the box.
- :kbd:`Ctrl-Left`/ :kbd:`Ctrl-Right` to subdivide the box incrementally on the X axis and
- :kbd:`Ctrl-Uo`/ :kbd:`Ctrl-Down` on the Y axis.
+ :kbd:`Ctrl-Up`/ :kbd:`Ctrl-Down` on the Y axis.
Rotate Canvas
@@ -51,7 +51,7 @@
-----------------
Straighten the stroke between first and last point.
-Influence can be tweaked in the redo panel (press :kbd:`F9` to pop-up the redo panel).
+Influence can be tweaked in the redo panel.
The scopes for this tool are:
Modified: trunk/blender_docs/manual/editors/3dview/display/shading.rst
===================================================================
--- trunk/blender_docs/manual/editors/3dview/display/shading.rst 2020-10-22 20:06:59 UTC (rev 7272)
+++ trunk/blender_docs/manual/editors/3dview/display/shading.rst 2020-10-22 23:03:43 UTC (rev 7273)
@@ -93,11 +93,11 @@
The environment map used to light the scene.
Rotation
The rotation of the environment on the Z axis.
-
+
World Space Lighting
- makes the lighting rotation fixed and not follow the camera.
+ Makes the lighting rotation fixed and not follow the camera.
Disabling this setting makes the lighting changes as the view is change
- allowing materials to be used as matcaps for sculpting and painting.
+ allowing materials to be used as matCaps for sculpting and painting.
Strength
Light intensity of the environment.
Modified: trunk/blender_docs/manual/modeling/hair.rst
===================================================================
--- trunk/blender_docs/manual/modeling/hair.rst 2020-10-22 20:06:59 UTC (rev 7272)
+++ trunk/blender_docs/manual/modeling/hair.rst 2020-10-22 23:03:43 UTC (rev 7273)
@@ -39,7 +39,7 @@
Color
The color of each point.
- :Type: Float COlor
+ :Type: Float Color
Custom Attributes
Custom attribute can be given to particles to hold a custom characteristic.
@@ -52,15 +52,15 @@
:Float: Floating point value
:Integer: 32-bit integer
:Vector: 3D vector with floating point values
- :Float Color: RGBA color with floating point precision.
- :Byte Color: RGBA color with 8-bit precision.
- :String: Text string.
+ :Float Color: RGBA color with floating point precision
@@ Diff output truncated at 10240 characters. @@
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