[Bf-docboard-svn] bf-manual: [8119] trunk/blender_docs/manual/render/materials/legacy_textures/types/image_movie.rst: Cleanup: Match text with UI

Aaron Carlisle noreply at blender.org
Sat Jun 5 04:16:48 CEST 2021


Revision: 8119
          https://developer.blender.org/rBM8119
Author:   Blendify
Date:     2021-06-05 04:16:48 +0200 (Sat, 05 Jun 2021)
Log Message:
-----------
Cleanup: Match text with UI

Modified Paths:
--------------
    trunk/blender_docs/manual/render/materials/legacy_textures/types/image_movie.rst

Modified: trunk/blender_docs/manual/render/materials/legacy_textures/types/image_movie.rst
===================================================================
--- trunk/blender_docs/manual/render/materials/legacy_textures/types/image_movie.rst	2021-06-04 22:48:06 UTC (rev 8118)
+++ trunk/blender_docs/manual/render/materials/legacy_textures/types/image_movie.rst	2021-06-05 02:16:48 UTC (rev 8119)
@@ -72,39 +72,35 @@
 Alpha
 -----
 
-Alpha
-   Options related to transparency.
+Use the alpha channel information stored in the image.
+Where the alpha value in the image is less than 1.0,
+the object will be partially transparent and things behind it will be visible.
+Works with :ref:`image formats <files-media-image_formats>` that store transparency information.
 
-   Use
-      Use the alpha channel information stored in the image.
-      Where the alpha value in the image is less than 1.0,
-      the object will be partially transparent and things behind it will be visible.
-      Works with :ref:`image formats <files-media-image_formats>` that store transparency information.
+Calculate
+   Calculate an alpha based on the RGB values of the Image.
+   Black (0, 0, 0) is transparent, white (1, 1, 1) opaque.
+   Enable this option if the image texture is a mask.
+   Note that mask images can use shades of gray that result in semi-transparency,
+   like ghosts, flames, and smoke/fog.
 
-   Calculate
-      Calculate an alpha based on the RGB values of the Image.
-      Black (0, 0, 0) is transparent, white (1, 1, 1) opaque.
-      Enable this option if the image texture is a mask.
-      Note that mask images can use shades of gray that result in semi-transparency,
-      like ghosts, flames, and smoke/fog.
+   .. list-table:: The image with various alpha and gray-scale values.
 
-      .. list-table:: The image with various alpha and gray-scale values.
+      * - .. figure:: /images/render_materials_legacy-textures_types_image-movie_alpha-use.png
+               :width: 320px
 
-         * - .. figure:: /images/render_materials_legacy-textures_types_image-movie_alpha-use.png
-                :width: 320px
+               Image with *Use* alpha. The alpha values of the pixels are evaluated.
 
-                Image with *Use* alpha. The alpha values of the pixels are evaluated.
+         - .. figure:: /images/render_materials_legacy-textures_types_image-movie_alpha-calculate.png
+               :width: 320px
 
-           - .. figure:: /images/render_materials_legacy-textures_types_image-movie_alpha-calculate.png
-                :width: 320px
+               Image with *Calculate* alpha only, *Use Alpha* in the *Image* panel is disabled.
 
-                Image with *Calculate* alpha only, *Use Alpha* in the *Image* panel is disabled.
+Invert
+   Reverses the alpha value.
+   Use this option if the mask image has white where you want it transparent and vice versa.
 
-   Invert
-      Reverses the alpha value.
-      Use this option if the mask image has white where you want it transparent and vice versa.
 
-
 Mapping
 -------
 
@@ -115,10 +111,12 @@
 In the *Mapping* panel,
 you can control how the image is mapped or projected onto the 3D model.
 
-Flip X/Y Axis
+Flip Axes
    Rotates the image 90 degrees counterclockwise when rendered.
 
 Extension
+   How the image is extrapolated beyond its original bounds.
+
    Extend
       Outside the image the colors of the edges are extended.
    Clip
@@ -146,7 +144,11 @@
       Distance
          Governs the distance between the checkers in parts of the texture size.
 
-Crop Minimum / Crop Maximum
+
+Crop
+^^^^
+
+Minimum X, Y / Maximum X, Y
    The offset and the size of the texture in relation to the texture space.
    Pixels outside this space are ignored.
    Use these to crop, or choose a portion of a larger image to use as the texture.
@@ -190,48 +192,46 @@
    (see below) becomes large. Without mip-maps you may get varying pictures from slightly different camera angles,
    when the textures become very small. This would be noticeable in an animation.
 
-   MIP Map Gaussian filter
-      Used in conjunction with mip-mapping, it enables the mip-map to be made smaller based on color similarities.
-      In game engines, you want your textures, especially your mip-map textures,
-      to be as small as possible to increase rendering speed and frame rate.
+Gaussian Filter
+   Used in conjunction with mip-mapping, it enables the mip-map to be made smaller based on color similarities.
+   In game engines, you want your textures, especially your mip-map textures,
+   to be as small as possible to increase rendering speed and frame rate.
 
-Filter
-   The filter size used in rendering, and also by the options *Mip Map* and *Interpolation*.
-   If you notice gray lines or outlines around the textured object, particularly where the image is transparent,
-   turn this value down from 1.0 to 0.1 or so.
+Filter Type
+   Texture filter to use for image sampling.
+   Just like a *pixel* represents a *pic* ture *el* ement, a *texel* represents a *tex* ture *el* ement.
+   When a texture (2D texture space) is mapped onto a 3D model (3D model space),
+   different algorithms can be used to compute a value for each pixel based on samples from several texels.
 
-   Texture Filter Type
-      Texture filter to use for image sampling.
-      Just like a *pixel* represents a *pic* ture *el* ement, a *texel* represents a *tex* ture *el* ement.
-      When a texture (2D texture space) is mapped onto a 3D model (3D model space),
-      different algorithms can be used to compute a value for each pixel based on samples from several texels.
+   Box
+      A fast and simple nearest-neighbor interpolation known as Monte Carlo integration.
+   EWA (Elliptical Weighted Average)
+      One of the most efficient direct
+      convolution algorithms developed by Paul Heckbert and Ned Greene in the 1980s.
+      For each texel, EWA samples, weights, and accumulates texels within an elliptical footprint
+      and then divides the result by the sum of the weights.
 
-      Box
-         A fast and simple nearest-neighbor interpolation known as Monte Carlo integration.
-      EWA (Elliptical Weighted Average)
-         One of the most efficient direct
-         convolution algorithms developed by Paul Heckbert and Ned Greene in the 1980s.
-         For each texel, EWA samples, weights, and accumulates texels within an elliptical footprint
-         and then divides the result by the sum of the weights.
+      Eccentricity
+         Maximum Eccentricity. Higher values give less blur at distant/oblique angles, but is slower.
+   FELINE (Fast Elliptical Lines)
+      Uses several isotropic probes at several points along a line in texture space to produce
+      an anisotropic filter to reduce aliasing artifacts without considerably increasing rendering time.
 
-         Eccentricity
-            Maximum Eccentricity. Higher values give less blur at distant/oblique angles, but is slower.
-      FELINE (Fast Elliptical Lines)
-         Uses several isotropic probes at several points along a line in texture space to produce
-         an anisotropic filter to reduce aliasing artifacts without considerably increasing rendering time.
+      Light Probes
+         Number of probes to use. An integer between 1 and 256.
+         Further reading: McCormack, J; Farkas, KI; Perry, R; Jouppi, NP (1999)
+         `Simple and Table Feline: Fast Elliptical Lines for Anisotropic Texture Mapping
+         <https://www.hpl.hp.com/techreports/Compaq-DEC/WRL-99-1.pdf>`__, WRL
+   Area
+      Area filter to use for image sampling.
 
-         Light Probes
-            Number of probes to use. An integer between 1 and 256.
-            Further reading: McCormack, J; Farkas, KI; Perry, R; Jouppi, NP (1999)
-            `Simple and Table Feline: Fast Elliptical Lines for Anisotropic Texture Mapping
-            <https://www.hpl.hp.com/techreports/Compaq-DEC/WRL-99-1.pdf>`__, WRL
-      Area
-         Area filter to use for image sampling.
+      Eccentricity
+         Maximum Eccentricity. Higher values give less blur at distant/oblique angles, but is slower.
 
-         Eccentricity
-            Maximum Eccentricity. Higher values give less blur at distant/oblique angles, but is slower.
+Size
+   The filter size used in rendering, and also by the options *Mip Map* and *Interpolation*.
+   If you notice gray lines or outlines around the textured object, particularly where the image is transparent,
+   turn this value down from 1.0 to 0.1 or so.
 
-   Size
-      The filter size used by MIP Map and Interpolation.
-   Minimum Size
-      Use Filter Size as a minimal filter value in pixels.
+Minimum Size
+   Use Filter Size as a minimal filter value in pixels.



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