[Bf-docboard-svn] bf-manual: [7569] trunk/blender_docs/manual: Cleanup: Render Layer ref links

Aaron Carlisle noreply at blender.org
Tue Jan 12 05:26:47 CET 2021


Revision: 7569
          https://developer.blender.org/rBM7569
Author:   Blendify
Date:     2021-01-12 05:26:47 +0100 (Tue, 12 Jan 2021)
Log Message:
-----------
Cleanup: Render Layer ref links

Modified Paths:
--------------
    trunk/blender_docs/manual/render/cycles/render_settings/sampling.rst
    trunk/blender_docs/manual/render/layers/denoising.rst
    trunk/blender_docs/manual/render/layers/passes.rst
    trunk/blender_docs/manual/render/layers/view_layer.rst
    trunk/blender_docs/manual/render/shader_nodes/output/aov.rst
    trunk/blender_docs/manual/scene_layout/object/selecting.rst

Modified: trunk/blender_docs/manual/render/cycles/render_settings/sampling.rst
===================================================================
--- trunk/blender_docs/manual/render/cycles/render_settings/sampling.rst	2021-01-12 04:05:19 UTC (rev 7568)
+++ trunk/blender_docs/manual/render/cycles/render_settings/sampling.rst	2021-01-12 04:26:47 UTC (rev 7569)
@@ -103,9 +103,9 @@
 Denoising removes noise while previewing scenes in *Rendered* mode in the 3D Viewport or for final renders.
 
 Render
-   Denoising for the final render can be enabled or disabled for with the checkbox.
+   Denoising for the final render can be enabled or disabled with the checkbox.
    For denoising the image after rendering with the :doc:`Denoising node </compositing/types/filter/denoise>`,
-   denoising data render :ref:`passes <render-cycles-passes>` also adapt to the selected denoiser.
+   the :ref:`Data Render Passes <render_layers_passes_data>` also adapt to the selected denoiser.
 
    NLM
       Uses `non-local means <https://en.wikipedia.org/wiki/Non-local_means>`__ to

Modified: trunk/blender_docs/manual/render/layers/denoising.rst
===================================================================
--- trunk/blender_docs/manual/render/layers/denoising.rst	2021-01-12 04:05:19 UTC (rev 7568)
+++ trunk/blender_docs/manual/render/layers/denoising.rst	2021-01-12 04:26:47 UTC (rev 7569)
@@ -48,7 +48,7 @@
    therefore especially useful to denoise previews or final single-frame images with high quality.
 
    Input Passes
-      Controls which :ref:`passes <render-cycles-passes>` the OptiX AI denoiser should use as input,
+      Controls which :doc:`Render Passs </render/layers/passes>` the OptiX AI denoiser should use as input,
       which can have different effects on the denoised image.
       Generally, the more passes the denoiser has to denoise the better the result.
       It is recommended to at least use *Color + Albedo* as just *Color* can blur out details,

Modified: trunk/blender_docs/manual/render/layers/passes.rst
===================================================================
--- trunk/blender_docs/manual/render/layers/passes.rst	2021-01-12 04:05:19 UTC (rev 7568)
+++ trunk/blender_docs/manual/render/layers/passes.rst	2021-01-12 04:26:47 UTC (rev 7569)
@@ -1,6 +1,4 @@
 .. _bpy.types.RenderLayer:
-.. _render-cycles-passes:
-.. _render-eevee-passes:
 
 ******
 Passes
@@ -15,6 +13,8 @@
 and also to extract data such as depth or normals.
 
 
+.. _render_layers_passes_data:
+
 Data
 ====
 
@@ -195,17 +195,29 @@
 Unlike the Material and Object Index passes, the objects to isolate are selected in compositing,
 and mattes will be anti-aliased and take into account effects like motion blur and transparency.
 
-Include
-   Object
-      Render cryptomatte object pass, for isolating objects in compositing.
-   Material
-      Render cryptomatte material pass, for isolating materials in compositing.
-   Asset
-      Render cryptomatte asset pass, for isolating groups of objects with the same
-      :doc:`parent </scene_layout/object/editing/parent>` in compositing.
+.. _bpy.types.ViewLayer.use_pass_cryptomatte_object:
 
+Object
+   Render cryptomatte object pass, for isolating objects in compositing.
+
+.. _bpy.types.ViewLayer.use_pass_cryptomatte_material:
+
+Material
+   Render cryptomatte material pass, for isolating materials in compositing.
+
+.. _bpy.types.ViewLayer.use_pass_cryptomatte_asset:
+
+Asset
+   Render cryptomatte asset pass, for isolating groups of objects with the same
+   :doc:`parent </scene_layout/object/editing/parent>` in compositing.
+
+.. _bpy.types.ViewLayer.pass_cryptomatte_depth:
+
 Levels
    Sets how many unique objects can be distinguished per pixel.
+
+.. _bpy.types.ViewLayer.use_pass_cryptomatte_accurate:
+
 Accurate Mode
    Generate a more accurate Cryptomatte pass. CPU only, may render slower and use more memory.
 
@@ -225,8 +237,7 @@
    :doc:`Cryptomatte Node </compositing/types/matte/cryptomatte>`.
 
 
-.. _render-cycles-passes-aov:
-.. _render-eevee-passes-aov:
+.. _bpy.types.AOV:
 
 Shader AOV
 ==========
@@ -238,11 +249,15 @@
 Shader AOVs can be added or removed in the *Shader AOV* panel.
 In this panel is a list of all AOV passes; each AOV in the list consists of a *Name* and *Data Type*.
 
-Name
+.. _bpy.types.ViewLayer.active_aov_index:
+
+Active AOV Index
    The name of the render pass; this is the *Name* that is referenced in the *AOV Output* node.
    Any names can be used for these passes,
    as long as they do not conflict with built-in passes that are enabled.
 
+.. _bpy.types.AOV.type:
+
 Data Type
    Shader AOVs can either express a *Color* or a *Value* output.
    The *Color* type as the name suggest can be used for a color but also for normals.

Modified: trunk/blender_docs/manual/render/layers/view_layer.rst
===================================================================
--- trunk/blender_docs/manual/render/layers/view_layer.rst	2021-01-12 04:05:19 UTC (rev 7568)
+++ trunk/blender_docs/manual/render/layers/view_layer.rst	2021-01-12 04:26:47 UTC (rev 7569)
@@ -14,9 +14,13 @@
 
 The Layer Panel shows the settings of the active View Layer.
 
+.. _bpy.types.ViewLayer.use:
+
 Use for Rendering
    The active view layer will be used during rendering.
 
+.. _bpy.types.RenderSettings.use_single_layer:
+
 Render Single Layer
    Only render the active view layer.
 

Modified: trunk/blender_docs/manual/render/shader_nodes/output/aov.rst
===================================================================
--- trunk/blender_docs/manual/render/shader_nodes/output/aov.rst	2021-01-12 04:05:19 UTC (rev 7568)
+++ trunk/blender_docs/manual/render/shader_nodes/output/aov.rst	2021-01-12 04:26:47 UTC (rev 7569)
@@ -12,7 +12,7 @@
 
 Shader AOVs (Arbitrary Output Variables) provide custom render passes for arbitrary shader node components.
 As an artist this can be a good way to debug or tweak very fine details of a scene in post processing.
-To use shader AOVs create the pass in the :ref:`Shader AOV <render-cycles-passes-aov>` panel
+To use shader AOVs create the pass in the :ref:`Shader AOV <bpy.types.AOV>` panel
 then reference that pass with the *AOV Output* shading node.
 Shader AOVs can be added or removed in the *Shader AOV* panel.
 
@@ -35,7 +35,7 @@
 
 Name
    The name of the render pass to assign the input value to.
-   This property has the same *Name* that is specified in the :ref:`Shader AOV <render-cycles-passes-aov>` panel.
+   This property has the same *Name* that is specified in the :ref:`Shader AOV <bpy.types.AOV>` panel.
 
 
 Outputs

Modified: trunk/blender_docs/manual/scene_layout/object/selecting.rst
===================================================================
--- trunk/blender_docs/manual/scene_layout/object/selecting.rst	2021-01-12 04:05:19 UTC (rev 7568)
+++ trunk/blender_docs/manual/scene_layout/object/selecting.rst	2021-01-12 04:26:47 UTC (rev 7569)
@@ -231,7 +231,7 @@
 Object Hooks
    Every hook that belongs to the active object.
 Pass
-   Select objects assigned to the same :ref:`render pass <render-cycles-passes>`.
+   Select objects assigned to the same :doc:`Render Pass </render/layers/passes>`.
 Color
    Select objects with same :ref:`Object Color <bpy.types.Object.color>`.
 Keying Set



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