[Bf-docboard-svn] bf-manual: [7065] trunk/blender_docs/manual/editors: Node Editors: Pin Nodes

Aaron Carlisle carlisle.b3d at gmail.com
Tue Sep 8 21:29:14 CEST 2020


Revision: 7065
          https://developer.blender.org/rBM7065
Author:   Blendify
Date:     2020-09-08 21:29:13 +0200 (Tue, 08 Sep 2020)
Log Message:
-----------
Node Editors: Pin Nodes

Modified Paths:
--------------
    trunk/blender_docs/manual/editors/simulation_editor.rst
    trunk/blender_docs/manual/editors/texture_node/introduction.rst

Modified: trunk/blender_docs/manual/editors/simulation_editor.rst
===================================================================
--- trunk/blender_docs/manual/editors/simulation_editor.rst	2020-09-08 18:54:50 UTC (rev 7064)
+++ trunk/blender_docs/manual/editors/simulation_editor.rst	2020-09-08 19:29:13 UTC (rev 7065)
@@ -5,3 +5,11 @@
 *****************
 
 Todo.
+
+Header
+======
+
+Pin (pin icon)
+   The pin button will keep the current simulation selection fixed.
+   When a simulation is pinned, it will remain visible in the Simulation Editor
+   even when another object or simulation is selected elsewhere.

Modified: trunk/blender_docs/manual/editors/texture_node/introduction.rst
===================================================================
--- trunk/blender_docs/manual/editors/texture_node/introduction.rst	2020-09-08 18:54:50 UTC (rev 7064)
+++ trunk/blender_docs/manual/editors/texture_node/introduction.rst	2020-09-08 19:29:13 UTC (rev 7065)
@@ -59,3 +59,12 @@
 In this case, Texture Channels are probably not used. Instead, insert
 the texture nodes into the material node tree by using :menuselection:`Add --> Input --> Texture`.
 Inside the just added texture node the output to use can then be selected (e.g. *Diffuse* or *Normal*).
+
+
+Header
+======
+
+Pin (pin icon)
+   The pin button will keep the current texture selection fixed.
+   When a texture is pinned, it will remain visible in the Texture Editor
+   even when another object or simulation is selected elsewhere.




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