[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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