[Bf-docboard-svn] bf-manual: [7721] trunk/blender_docs/manual: Merge branch 'blender-2.92-release'

Aaron Carlisle noreply at blender.org
Thu Feb 4 06:15:43 CET 2021


Revision: 7721
          https://developer.blender.org/rBM7721
Author:   Blendify
Date:     2021-02-04 06:15:43 +0100 (Thu, 04 Feb 2021)
Log Message:
-----------
Merge branch 'blender-2.92-release'

Modified Paths:
--------------
    trunk/blender_docs/manual/editors/image/editing.rst
    trunk/blender_docs/manual/interface/controls/nodes/editing.rst
    trunk/blender_docs/manual/interface/controls/nodes/groups.rst
    trunk/blender_docs/manual/render/cycles/render_settings/performance.rst

Property Changed:
----------------
    trunk/blender_docs/

Index: trunk/blender_docs
===================================================================
--- trunk/blender_docs	2021-02-04 05:13:55 UTC (rev 7720)
+++ trunk/blender_docs	2021-02-04 05:15:43 UTC (rev 7721)

Property changes on: trunk/blender_docs
___________________________________________________________________
Modified: svn:mergeinfo
## -1 +1 ##
-/branches/blender-2.92-release/blender_docs:7610-7716
\ No newline at end of property
+/branches/blender-2.92-release/blender_docs:7610-7720
\ No newline at end of property
Modified: trunk/blender_docs/manual/editors/image/editing.rst
===================================================================
--- trunk/blender_docs/manual/editors/image/editing.rst	2021-02-04 05:13:55 UTC (rev 7720)
+++ trunk/blender_docs/manual/editors/image/editing.rst	2021-02-04 05:15:43 UTC (rev 7721)
@@ -17,7 +17,7 @@
    Load the current scene's render layers from disk cache, if available.
    This can be used to save RAM while rendering because the render layers do not have to be saved in RAM.
    This can also be used to recover some information from a fail render.
-   For this to work, :ref:`Save Buffers <render_properties_save-buffers>` must be enabled.
+   For this to work, :ref:`Save Buffers <bpy.types.RenderSettings.use_save_buffers>` must be enabled.
 
 Replace
    Replaces the current image throughout the blend-file with another image.

Modified: trunk/blender_docs/manual/interface/controls/nodes/editing.rst
===================================================================
--- trunk/blender_docs/manual/interface/controls/nodes/editing.rst	2021-02-04 05:13:55 UTC (rev 7720)
+++ trunk/blender_docs/manual/interface/controls/nodes/editing.rst	2021-02-04 05:15:43 UTC (rev 7721)
@@ -169,4 +169,4 @@
    Reads all the current scene's render layers from cache, as needed.
    This can be used to save RAM while rendering because the render layers do not have to be saved in RAM.
    This can also be used to recover some information from a failed render.
-   For this to work, :ref:`Save Buffers <render_properties_save-buffers>` must be enabled.
+   For this to work, :ref:`Save Buffers <bpy.types.RenderSettings.use_save_buffers>` must be enabled.

Modified: trunk/blender_docs/manual/interface/controls/nodes/groups.rst
===================================================================
--- trunk/blender_docs/manual/interface/controls/nodes/groups.rst	2021-02-04 05:13:55 UTC (rev 7720)
+++ trunk/blender_docs/manual/interface/controls/nodes/groups.rst	2021-02-04 05:15:43 UTC (rev 7721)
@@ -30,63 +30,75 @@
    A node group can never contain itself (or another group that contains it).
 
 
-.. _bpy.ops.node.group_make:
+Interface
+=========
 
-Make Group
-==========
+When a node group is created, new *Group Input* and *Group Output* nodes are generated
+to represent the data flow into and out of the group. When created, connections to input sockets coming
+from unselected nodes will become attached to new sockets on the *Group Input* node.
+Similarly, outgoing connections to input sockets of unselected nodes will become attached to
+the new *Group Output* node.
 
+If during node group development an additional parameter needs to be passed into the group,
+an additional socket must be added to the *Group Input* node.
+This is easily done by adding a connection from the hollow socket on the right side of the *Group Input* node
+to the desired input socket on the node requiring input.
+The process is similar for the *Group Output* regarding data
+you want to be made available outside the group.
+
+
+.. _bpy.ops.node.tree_socket_add:
+.. _bpy.ops.node.tree_socket_remove:
+.. _bpy.ops.node.tree_socket_move:
+
+Panel
+-----
+
 .. admonition:: Reference
    :class: refbox
 
    :Mode:      All Modes
-   :Menu:      :menuselection:`Node --> Make Group`
-   :Hotkey:    :kbd:`Ctrl-G`
+   :Panel:     :menuselection:`Sidebar --> Node --> Interface`
 
-To create a node group, select the nodes you want to include, then
-press :kbd:`Ctrl-G`, :menuselection:`Group --> Make Group`.
-A node group will have a green title bar. All of the selected nodes will now be contained within the node group.
-Default naming for the node group is "NodeGroup", "NodeGroup.001" etc.
-There is a name field in the node group you can click into to change the name of the group.
-Change the name of the node group to something meaningful.
-When appending node groups from one blend-file to another,
-Blender does not make a distinction between material node groups or composite node groups,
-so it is recommended to use some naming convention that will allow you to easily distinguish between the two types.
+.. figure:: /images/interface_controls_nodes_groups_interface-panel.png
+   :align: right
 
-.. tip:: What **not** to include in node groups:
+   The interface panel for editing groups.
 
-   Remember that the essential idea is that a group should be an easily-reusable,
-   self-contained software component. Material node groups should **not** include:
+Sockets can be added, re-ordered, or removed, descriptive names can be added and
+the details of the input data value defined here.
 
-   Input nodes
-      If you include a source node in your group,
-      you will end up having the source node appearing *twice*: once inside the group,
-      and once outside the group in the new material node tree.
-   Output node
-      If you include an output node in the group, there will not be an output socket available *from* the group!
+If you have multiple inputs or outputs, they can be re-ordered by selecting the socket in the list
+and then moving it up or down with the arrow buttons on the right side of the panel.
+The plus button will add an unconnected socket of the same type
+as the selected socket or a value socket if there is no selection.
+The minus button will remove the selected socket.
+The triangle at the bottom of the list has filtering functions to facilitate finding nodes
+if the group has a large number of sockets.
 
+.. _bpy.types.NodeSocketInterface.name:
 
-.. _bpy.ops.node.group_ungroup:
+Name
+   The name of the socket to display in the node's interface.
 
-Ungroup
-=======
+.. _bpy.types.NodeSocketInterface*.default_value:
 
-.. admonition:: Reference
-   :class: refbox
+Default
+   The value to to use when nothing is connected to the node socket.
+   Note, this will not affect the current node but will affect instances of the node.
 
-   :Mode:      All Modes
-   :Menu:      :menuselection:`Group --> Ungroup`
-   :Hotkey:    :kbd:`Ctrl-Alt-G`
+.. _bpy.types.NodeSocketInterface*.min_value:
+.. _bpy.types.NodeSocketInterface*.max_value:
 
-The :kbd:`Ctrl-Alt-G` tool removes the group and places the individual nodes into your editor workspace.
-No internal connections are lost, and now you can thread internal nodes to other nodes in your workspace.
+Min, Max
+   The minimum and maximum value for the UI button shown in the node interface.
+   Note, this is not a minimum or maximum for the data that can pass through the node.
+   If a socket passes a higher value than the maximum it will still pass into the node unchanged.
 
-Separate :kbd:`P`
-   Separate selected nodes from the node group.
+.. _bpy.types.NodeSocketInterface.hide_value:
 
-   Copy
-      Copy to parent node tree, keep group intact.
-   Move
-      Move to parent node tree, remove from group.
+Hide Value
+   Hide the socket value even when the socket is not connected.
 
 
 .. _bpy.ops.node.tree_path_parent:
@@ -114,50 +126,66 @@
    Example of an expanded node group.
 
 
-Interface
----------
+.. _bpy.ops.node.group_make:
 
-Interactively
-^^^^^^^^^^^^^
+Make Group
+==========
 
-When a node group is created, new *Group Input* and *Group Output* nodes are generated
-to represent the data flow into and out of the group. When created, connections to input sockets coming
-from unselected nodes will become attached to new sockets on the *Group Input* node.
-Similarly, outgoing connections to input sockets of unselected nodes will become attached to
-the new *Group Output* node.
+.. admonition:: Reference
+   :class: refbox
 
-If during node group development an additional parameter needs to be passed into the group,
-an additional socket must be added to the *Group Input* node.
-This is easily done by adding a connection from the hollow socket on the right side of the *Group Input* node
-to the desired input socket on the node requiring input.
-The process is similar for the *Group Output* regarding data
-you want to be made available outside the group.
+   :Mode:      All Modes
+   :Menu:      :menuselection:`Node --> Make Group`
+   :Hotkey:    :kbd:`Ctrl-G`
 
+To create a node group, select the nodes you want to include, then
+press :kbd:`Ctrl-G`, :menuselection:`Group --> Make Group`.
+A node group will have a green title bar. All of the selected nodes will now be contained within the node group.
+Default naming for the node group is "NodeGroup", "NodeGroup.001" etc.
+There is a name field in the node group you can click into to change the name of the group.
+Change the name of the node group to something meaningful.
+When appending node groups from one blend-file to another,
+Blender does not make a distinction between material node groups or composite node groups,
+so it is recommended to use some naming convention that will allow you to easily distinguish between the two types.
 
-Panel
-^^^^^
+.. tip:: What **not** to include in node groups:
 
+   Remember that the essential idea is that a group should be an easily-reusable,
+   self-contained software component. Material node groups should **not** include:
+
+   Input nodes
+      If you include a source node in your group,
+      you will end up having the source node appearing *twice*: once inside the group,
+      and once outside the group in the new material node tree.
+   Output node
+      If you include an output node in the group, there will not be an output socket available *from* the group!
+
+
+.. _bpy.ops.node.group_ungroup:
+
+Ungroup
+=======
+
 .. admonition:: Reference
    :class: refbox
 
    :Mode:      All Modes
-   :Panel:     :menuselection:`Sidebar region --> Node --> Interface`
+   :Menu:      :menuselection:`Node --> Ungroup`
+   :Hotkey:    :kbd:`Ctrl-Alt-G`
 
-.. figure:: /images/interface_controls_nodes_groups_interface-panel.png
-   :align: right

@@ Diff output truncated at 10240 characters. @@


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