[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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