[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. @@


More information about the Bf-docboard-svn mailing list