[Bf-docboard-svn] bf-manual: [7974] branches/blender-2.93-release/blender_docs/manual/render/shader_nodes: Shader Nodes: Enums to field lists
Aaron Carlisle
noreply at blender.org
Fri Apr 23 02:29:47 CEST 2021
Revision: 7974
https://developer.blender.org/rBM7974
Author: Blendify
Date: 2021-04-23 02:29:47 +0200 (Fri, 23 Apr 2021)
Log Message:
-----------
Shader Nodes: Enums to field lists
Modified Paths:
--------------
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/converter/clamp.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/converter/vector_math.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/glass.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/glossy.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/hair.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/hair_principled.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/principled.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/sss.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/toon.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/volume_principled.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/textures/environment.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/textures/gradient.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/textures/ies.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/textures/image.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/textures/musgrave.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/textures/noise.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/textures/point_density.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/textures/sky.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/textures/voronoi.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/textures/wave.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/textures/white_noise.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/vector/mapping.rst
branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/vector/vector_rotate.rst
Modified: branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/converter/clamp.rst
===================================================================
--- branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/converter/clamp.rst 2021-04-23 00:19:24 UTC (rev 7973)
+++ branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/converter/clamp.rst 2021-04-23 00:29:47 UTC (rev 7974)
@@ -32,9 +32,11 @@
==========
Clamp Type
- Min Max
+ Method to clamp.
+
+ :Min Max:
Constrain values between Min and Max.
- Range
+ :Range:
Constrain values between Min and Max. When Min is greater than Max,
constrain between Max and Min instead.
Modified: branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/converter/vector_math.rst
===================================================================
--- branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/converter/vector_math.rst 2021-04-23 00:19:24 UTC (rev 7973)
+++ branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/converter/vector_math.rst 2021-04-23 00:29:47 UTC (rev 7974)
@@ -37,88 +37,41 @@
Operation
The vector math operator to be applied on the input vectors.
- Add
- The sum of A and B.
+ :Add: The sum of A and B.
:math:`\begin{pmatrix} A_x + B_x \\ A_y + B_y \\ A_z + B_z \end{pmatrix}`
-
- Subtract
- The difference between A and B.
+ :Subtract: The difference between A and B.
:math:`\begin{pmatrix} A_x - B_x \\ A_y - B_y \\ A_z - B_z \end{pmatrix}`
-
- Multiply
- The entrywise product of A and B.
+ :Multiply: The entrywise product of A and B.
:math:`\begin{pmatrix} A_x \cdot B_x \\ A_y \cdot B_y \\ A_z \cdot B_z \end{pmatrix}`
-
- Divide
- The entrywise division of A by B. Division by zero results in zero.
+ :Divide: The entrywise division of A by B. Division by zero results in zero.
:math:`\begin{pmatrix} A_x / B_x \\ A_y / B_y \\ A_z / B_z \end{pmatrix}`
-
- Cross Product
- The cross product of A and B.
+ :Cross Product: The cross product of A and B.
:math:`\begin{pmatrix} A_y \cdot B_z - A_z \cdot B_y \\ A_z \cdot B_x - A_x \cdot B_z \\ A_x \cdot B_y - A_y \cdot B_x \end{pmatrix}`
-
- Project
- The projection of A onto B.
-
- Reflect
- The reflection of A around the normal B. B need not be normalized.
-
- Dot Product
- The dot product of A and B.
+ :Project: The projection of A onto B.
+ :Reflect: The reflection of A around the normal B. B need not be normalized.
+ :Dot Product: The dot product of A and B.
:math:`A_x \cdot B_x + A_y \cdot B_y + A_z \cdot B_z`
-
- Distance
- The distance between A and B.
-
- Length
- The length of A.
+ :Distance: The distance between A and B.
+ :Length: The length of A.
:math:`\sqrt{A_x^2 + A_y^2 + A_z^2}`
-
- Scale
- The result of multiplying A by the scalar input *Scale*.
+ :Scale: The result of multiplying A by the scalar input *Scale*.
:math:`\begin{pmatrix} s \cdot A_x \\ s \cdot A_y \\ s \cdot A_z \end{pmatrix}`
-
- Normalize
- The result of normalizing A. The result vector points to the same direction as A and
+ :Normalize: The result of normalizing A. The result vector points to the same direction as A and
has a length of 1. If A is (0, 0, 0), the result is (0, 0, 0) as well.
+ :Wrap: `Wrap <https://en.wikipedia.org/wiki/Rounding>`__.
+ :Snap: The result of rounding A to the largest integer multiple of B less than or equal A.
+ :Floor: The entrywise floor of A.
+ :Ceil: The entrywise ceiling of A.
+ :Modulo: The entrywise modulo of A by B.
+ :Fraction: The fractional part of A.
+ :Absolute: The entrywise absolute value of A.
+ :Minimum: The entrywise minimum from A and B.
+ :Maximum: The entrywise maximum from A and B.
+ :Sine: The entrywise `Sine <https://en.wikipedia.org/wiki/Sine>`__ of A.
+ :Cosine: The entrywise `Cosine <https://en.wikipedia.org/wiki/Trigonometric_functions>`__ of A.
+ :Tangent: The entrywise `Tangent <https://en.wikipedia.org/wiki/Trigonometric_functions>`__ of A.
- Wrap
- `Wrap <https://en.wikipedia.org/wiki/Rounding>`__.
- Snap
- The result of rounding A to the largest integer multiple of B less than or equal A.
-
- Floor
- The entrywise floor of A.
-
- Ceil
- The entrywise ceiling of A.
-
- Modulo
- The entrywise modulo of A by B.
-
- Fraction
- The fractional part of A.
-
- Absolute
- The entrywise absolute value of A.
-
- Minimum
- The entrywise minimum from A and B.
-
- Maximum
- The entrywise maximum from A and B.
-
- Sine
- The entrywise `Sine <https://en.wikipedia.org/wiki/Sine>`__ of A.
-
- Cosine
- The entrywise `Cosine <https://en.wikipedia.org/wiki/Trigonometric_functions>`__ of A.
-
- Tangent
- The entrywise `Tangent <https://en.wikipedia.org/wiki/Trigonometric_functions>`__ of A.
-
-
Outputs
=======
Modified: branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/glass.rst
===================================================================
--- branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/glass.rst 2021-04-23 00:19:24 UTC (rev 7973)
+++ branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/glass.rst 2021-04-23 00:29:47 UTC (rev 7974)
@@ -36,9 +36,20 @@
==========
Distribution
- See :doc:`/render/shader_nodes/shader/glossy`.
+ Microfacet distribution to use.
+ :Sharp:
+ Results in perfectly sharp reflections like a mirror. The *Roughness* value is not used.
+ :GGX: GGX microfacet distribution.
+ :Multiple-scattering GGX: :guilabel:`Cycles Only`
+ Takes multiple bounce (scattering) events between microfacets into account.
+ This gives a more energy conserving results, which would otherwise be visible as excessive darkening.
+ :Beckmann: :guilabel:`Cycles Only`
+ Beckmann microfacet distribution.
+ :Ashikhmin-Shirley: :guilabel:`Cycles Only`
+ Ashikhmin-Shirley microfacet distribution.
+
Outputs
=======
Modified: branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/glossy.rst
===================================================================
--- branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/glossy.rst 2021-04-23 00:19:24 UTC (rev 7973)
+++ branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/glossy.rst 2021-04-23 00:29:47 UTC (rev 7974)
@@ -30,16 +30,15 @@
Distribution
Microfacet distribution to use.
- Sharp
+ :Sharp:
Results in perfectly sharp reflections like a mirror. The *Roughness* value is not used.
- GGX
- GGX microfacet distribution.
- Multiple-scattering GGX :guilabel:`Cycles Only`
+ :GGX: GGX microfacet distribution.
+ :Multiple-scattering GGX: :guilabel:`Cycles Only`
Takes multiple bounce (scattering) events between microfacets into account.
This gives a more energy conserving results, which would otherwise be visible as excessive darkening.
- Beckmann :guilabel:`Cycles Only`
+ :Beckmann: :guilabel:`Cycles Only`
Beckmann microfacet distribution.
- Ashikhmin-Shirley :guilabel:`Cycles Only`
+ :Ashikhmin-Shirley: :guilabel:`Cycles Only`
Ashikhmin-Shirley microfacet distribution.
Modified: branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/hair.rst
===================================================================
--- branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/hair.rst 2021-04-23 00:19:24 UTC (rev 7973)
+++ branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/hair.rst 2021-04-23 00:29:47 UTC (rev 7974)
@@ -57,10 +57,8 @@
There are two components that can be used to control the look of the hair.
Usually you are going to want each of these and use a :doc:`Mix Node </render/shader_nodes/shader/mix>`.
- Reflection
- The light that bounces off the surface of the hair.
- Transmission
- The light that passes through the hair and comes out the other side.
+ :Reflection: The light that bounces off the surface of the hair.
+ :Transmission: The light that passes through the hair and comes out the other side.
.. figure:: /images/render_shader-nodes_shader_hair_mix-node.png
:align: center
Modified: branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/hair_principled.rst
===================================================================
--- branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/hair_principled.rst 2021-04-23 00:19:24 UTC (rev 7973)
+++ branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/hair_principled.rst 2021-04-23 00:29:47 UTC (rev 7974)
@@ -189,11 +189,11 @@
Color Parametrization
The shader provides three different ways, or *parametrizations*, to color the hair strands.
- Direct Coloring
+ :Direct Coloring:
Choose the desired RGB color and the shader will approximate
the necessary *absorption coefficient* (below).
- Melanin Concentration
+ :Melanin Concentration:
This mode defines the color as the quantity and
ratio of the pigments which are commonly found in hair and fur,
*eumelanin* (prevalent in brown-black hair) and *pheomelanin* (red hair).
@@ -208,7 +208,7 @@
Additionally, the *Tint* inputs allows to dye the hair with the desired color.
- Absorption Coefficient
+ :Absorption Coefficient:
Specifies the attenuation coefficient :math:`\sigma_{a}`, as applied by the `Beer-Lambert law
<https://en.wikipedia.org/wiki/Beer%E2%80%93Lambert_law#Expression_with_attenuation_coefficient>`__.
This mode is intended mainly for technical users who want to use coefficients from the literature
Modified: branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/principled.rst
===================================================================
--- branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/principled.rst 2021-04-23 00:19:24 UTC (rev 7973)
+++ branches/blender-2.93-release/blender_docs/manual/render/shader_nodes/shader/principled.rst 2021-04-23 00:29:47 UTC (rev 7974)
@@ -129,10 +129,10 @@
Distribution
Microfacet distribution to use.
@@ Diff output truncated at 10240 characters. @@
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