[Bf-docboard-svn] bf-manual: [8471] trunk/blender_docs/manual/render: caps in abbr

Tobias Heinke noreply at blender.org
Sat Oct 9 04:01:32 CEST 2021


Revision: 8471
          https://developer.blender.org/rBM8471
Author:   TobiasH
Date:     2021-10-09 04:01:32 +0200 (Sat, 09 Oct 2021)
Log Message:
-----------
caps in abbr
fix BSSRDF

Modified Paths:
--------------
    trunk/blender_docs/manual/render/cycles/render_settings/light_paths.rst
    trunk/blender_docs/manual/render/materials/components/surface.rst
    trunk/blender_docs/manual/render/materials/introduction.rst
    trunk/blender_docs/manual/render/shader_nodes/shader/anisotropic.rst
    trunk/blender_docs/manual/render/shader_nodes/shader/diffuse.rst
    trunk/blender_docs/manual/render/shader_nodes/shader/glass.rst
    trunk/blender_docs/manual/render/shader_nodes/shader/glossy.rst
    trunk/blender_docs/manual/render/shader_nodes/shader/hair.rst
    trunk/blender_docs/manual/render/shader_nodes/shader/hair_principled.rst
    trunk/blender_docs/manual/render/shader_nodes/shader/principled.rst
    trunk/blender_docs/manual/render/shader_nodes/shader/refraction.rst
    trunk/blender_docs/manual/render/shader_nodes/shader/specular_bsdf.rst
    trunk/blender_docs/manual/render/shader_nodes/shader/sss.rst
    trunk/blender_docs/manual/render/shader_nodes/shader/toon.rst
    trunk/blender_docs/manual/render/shader_nodes/shader/translucent.rst
    trunk/blender_docs/manual/render/shader_nodes/shader/transparent.rst
    trunk/blender_docs/manual/render/shader_nodes/shader/velvet.rst

Modified: trunk/blender_docs/manual/render/cycles/render_settings/light_paths.rst
===================================================================
--- trunk/blender_docs/manual/render/cycles/render_settings/light_paths.rst	2021-10-08 23:10:15 UTC (rev 8470)
+++ trunk/blender_docs/manual/render/cycles/render_settings/light_paths.rst	2021-10-09 02:01:32 UTC (rev 8471)
@@ -56,7 +56,7 @@
 Transparency
 ============
 
-The transparent :abbr:`BSDF (Bidirectional scattering distribution function)` shader is given
+The transparent :abbr:`BSDF (Bidirectional Scattering Distribution Function)` shader is given
 special treatment. When a ray passes through it, light passes straight on,
 as if there was no geometry there.
 The ray type does not change when passing through a transparent BSDF.

Modified: trunk/blender_docs/manual/render/materials/components/surface.rst
===================================================================
--- trunk/blender_docs/manual/render/materials/components/surface.rst	2021-10-08 23:10:15 UTC (rev 8470)
+++ trunk/blender_docs/manual/render/materials/components/surface.rst	2021-10-09 02:01:32 UTC (rev 8471)
@@ -4,7 +4,7 @@
 ********
 
 The surface shader defines the light interaction at the surface of the mesh.
-One or more :abbr:`BSDF (Bidirectional scattering distribution function)`\ s specify
+One or more :abbr:`BSDF (Bidirectional Scattering Distribution Function)`\ s specify
 if incoming light is reflected back, refracted into the mesh, or absorbed.
 
 Emission defines how light is emitted from the surface,
@@ -31,11 +31,11 @@
 
 A major difference from non-physically-based renderers is that direct light reflection from
 lights and indirect light reflection of other surfaces are not decoupled, but rather handled
-using a single :abbr:`BSDF (Bidirectional scattering distribution function)`.
+using a single :abbr:`BSDF (Bidirectional Scattering Distribution Function)`.
 This limits the possibilities a bit, but we believe overall it is helpful in creating
 consistent-looking renders with fewer parameters to tune.
 
 Roughness
-   For the glossy :abbr:`BSDF (Bidirectional scattering distribution function)`\ s,
+   For the glossy :abbr:`BSDF (Bidirectional Scattering Distribution Function)`\ s,
    the *roughness* parameter controls the sharpness of the reflection, from 0.0 (perfectly sharp)
    to 1.0 (very soft).

Modified: trunk/blender_docs/manual/render/materials/introduction.rst
===================================================================
--- trunk/blender_docs/manual/render/materials/introduction.rst	2021-10-08 23:10:15 UTC (rev 8470)
+++ trunk/blender_docs/manual/render/materials/introduction.rst	2021-10-09 02:01:32 UTC (rev 8471)
@@ -85,7 +85,7 @@
 In order for materials to work well with global illumination, they should be energy conserving.
 That means they cannot reflect more light than comes in.
 This property is not strictly enforced, but if colors are in the range 0.0 to 1.0, and
-:abbr:`BSDF (Bidirectional scattering distribution function)`\ s are only mixed together with
+:abbr:`BSDF (Bidirectional Scattering Distribution Function)`\ s are only mixed together with
 the Mix Shader node, this will automatically be true.
 
 It is however, possible to break this,

Modified: trunk/blender_docs/manual/render/shader_nodes/shader/anisotropic.rst
===================================================================
--- trunk/blender_docs/manual/render/shader_nodes/shader/anisotropic.rst	2021-10-08 23:10:15 UTC (rev 8470)
+++ trunk/blender_docs/manual/render/shader_nodes/shader/anisotropic.rst	2021-10-09 02:01:32 UTC (rev 8471)
@@ -11,7 +11,7 @@
 
 :guilabel:`Cycles Only`
 
-The *Anisotropic* :abbr:`BSDF (Bidirectional scattering distribution function)`
+The *Anisotropic* :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
 is used to add a glossy reflection, with separate control over U and V direction roughness.
 The tangents used for shading are derived from the active UV map. If no UV map is available,
 they are automatically generated using a sphere mapping based on the mesh bounding box.

Modified: trunk/blender_docs/manual/render/shader_nodes/shader/diffuse.rst
===================================================================
--- trunk/blender_docs/manual/render/shader_nodes/shader/diffuse.rst	2021-10-08 23:10:15 UTC (rev 8470)
+++ trunk/blender_docs/manual/render/shader_nodes/shader/diffuse.rst	2021-10-09 02:01:32 UTC (rev 8471)
@@ -9,7 +9,7 @@
 
    Diffuse BSDF.
 
-The *Diffuse* :abbr:`BSDF (Bidirectional scattering distribution function)`
+The *Diffuse* :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
 node is used to add Lambertian and Oren-Nayar diffuse reflection.
 
 

Modified: trunk/blender_docs/manual/render/shader_nodes/shader/glass.rst
===================================================================
--- trunk/blender_docs/manual/render/shader_nodes/shader/glass.rst	2021-10-08 23:10:15 UTC (rev 8470)
+++ trunk/blender_docs/manual/render/shader_nodes/shader/glass.rst	2021-10-09 02:01:32 UTC (rev 8471)
@@ -9,7 +9,7 @@
 
    Glass BSDF.
 
-The *Glass* :abbr:`BSDF (Bidirectional scattering distribution function)`
+The *Glass* :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
 is used to add a Glass-like shader mixing refraction and reflection at grazing angles.
 Like the transparent shader, only pure white will make it transparent.
 The glass shader tends to cause noise due to caustics.

Modified: trunk/blender_docs/manual/render/shader_nodes/shader/glossy.rst
===================================================================
--- trunk/blender_docs/manual/render/shader_nodes/shader/glossy.rst	2021-10-08 23:10:15 UTC (rev 8470)
+++ trunk/blender_docs/manual/render/shader_nodes/shader/glossy.rst	2021-10-09 02:01:32 UTC (rev 8471)
@@ -9,7 +9,7 @@
 
    Glossy BSDF.
 
-The *Glossy* :abbr:`BSDF (Bidirectional scattering distribution function)`
+The *Glossy* :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
 node is used to add reflection with microfacet distribution, used for materials such as metal or mirrors.
 
 

Modified: trunk/blender_docs/manual/render/shader_nodes/shader/hair.rst
===================================================================
--- trunk/blender_docs/manual/render/shader_nodes/shader/hair.rst	2021-10-08 23:10:15 UTC (rev 8470)
+++ trunk/blender_docs/manual/render/shader_nodes/shader/hair.rst	2021-10-09 02:01:32 UTC (rev 8471)
@@ -11,7 +11,7 @@
 
 :guilabel:`Cycles Only`
 
-The *Hair* :abbr:`BSDF (Bidirectional scattering distribution function)`
+The *Hair* :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
 node is used to add shading for :doc:`Hair </physics/particles/hair/index>`.
 
 

Modified: trunk/blender_docs/manual/render/shader_nodes/shader/hair_principled.rst
===================================================================
--- trunk/blender_docs/manual/render/shader_nodes/shader/hair_principled.rst	2021-10-08 23:10:15 UTC (rev 8470)
+++ trunk/blender_docs/manual/render/shader_nodes/shader/hair_principled.rst	2021-10-09 02:01:32 UTC (rev 8471)
@@ -12,7 +12,7 @@
 
 :guilabel:`Cycles Only`
 
-The *Principled Hair* :abbr:`BSDF (Bidirectional scattering distribution function)` is a physically-based,
+The *Principled Hair* :abbr:`BSDF (Bidirectional Scattering Distribution Function)` is a physically-based,
 easy-to-use shader for rendering hair and fur.
 
 .. tip::

Modified: trunk/blender_docs/manual/render/shader_nodes/shader/principled.rst
===================================================================
--- trunk/blender_docs/manual/render/shader_nodes/shader/principled.rst	2021-10-08 23:10:15 UTC (rev 8470)
+++ trunk/blender_docs/manual/render/shader_nodes/shader/principled.rst	2021-10-09 02:01:32 UTC (rev 8471)
@@ -9,7 +9,7 @@
 
    Principled BSDF.
 
-The *Principled* :abbr:`BSDF (Bidirectional scattering distribution function)`
+The *Principled* :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
 that combines multiple layers into a single easy to use node.
 It is based on the Disney principled model also known as the "PBR" shader,
 making it compatible with other software such as Pixar's Renderman\ :sup:`®`

Modified: trunk/blender_docs/manual/render/shader_nodes/shader/refraction.rst
===================================================================
--- trunk/blender_docs/manual/render/shader_nodes/shader/refraction.rst	2021-10-08 23:10:15 UTC (rev 8470)
+++ trunk/blender_docs/manual/render/shader_nodes/shader/refraction.rst	2021-10-09 02:01:32 UTC (rev 8471)
@@ -9,7 +9,7 @@
 
    Refraction BSDF.
 
-The *Refraction* :abbr:`BSDF (Bidirectional scattering distribution function)`
+The *Refraction* :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
 is used to add glossy refraction with sharp or microfacet distribution,
 used for materials that transmit light. For best results this node should be considered as
 a building block and not be used on its own,

Modified: trunk/blender_docs/manual/render/shader_nodes/shader/specular_bsdf.rst
===================================================================
--- trunk/blender_docs/manual/render/shader_nodes/shader/specular_bsdf.rst	2021-10-08 23:10:15 UTC (rev 8470)
+++ trunk/blender_docs/manual/render/shader_nodes/shader/specular_bsdf.rst	2021-10-09 02:01:32 UTC (rev 8471)
@@ -11,7 +11,7 @@
 
 :guilabel:`Eevee Only`
 
-The *Specular* :abbr:`BSDF (Bidirectional scattering distribution function)`
+The *Specular* :abbr:`BSDF (Bidirectional Scattering Distribution Function)`
 combines multiple layers into a single easy to use node.
 
 It is similar to the :doc:`Principled BSDF </render/shader_nodes/shader/principled>` node

Modified: trunk/blender_docs/manual/render/shader_nodes/shader/sss.rst
===================================================================
--- trunk/blender_docs/manual/render/shader_nodes/shader/sss.rst	2021-10-08 23:10:15 UTC (rev 8470)
+++ trunk/blender_docs/manual/render/shader_nodes/shader/sss.rst	2021-10-09 02:01:32 UTC (rev 8471)
@@ -64,7 +64,7 @@
 =======
 
 BSSRDF
-   :abbr:`BSSRDF (Bidirectional SubSurface Scattering Distribution Function)` shader output.
+   :abbr:`BSSRDF (Bidirectional Scattering Surface Reflectance Distribution Function)` shader output.
 
 
 Examples

Modified: trunk/blender_docs/manual/render/shader_nodes/shader/toon.rst

@@ Diff output truncated at 10240 characters. @@


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