[Bf-docboard-svn] bf-manual: [8396] trunk/blender_docs/manual: Cycles: Add RNA links for world and material settings

Aaron Carlisle noreply at blender.org
Thu Sep 16 04:55:48 CEST 2021


Revision: 8396
          https://developer.blender.org/rBM8396
Author:   Blendify
Date:     2021-09-16 04:55:47 +0200 (Thu, 16 Sep 2021)
Log Message:
-----------
Cycles: Add RNA links for world and material settings

Modified Paths:
--------------
    trunk/blender_docs/manual/render/cameras.rst
    trunk/blender_docs/manual/render/cycles/material_settings.rst
    trunk/blender_docs/manual/render/cycles/object_settings/object_data.rst
    trunk/blender_docs/manual/render/cycles/world_settings.rst
    trunk/blender_docs/manual/render/layers/passes.rst

Removed Paths:
-------------
    trunk/blender_docs/manual/editors/graph_editor/fcurves/sidebar/

Modified: trunk/blender_docs/manual/render/cameras.rst
===================================================================
--- trunk/blender_docs/manual/render/cameras.rst	2021-09-15 21:56:23 UTC (rev 8395)
+++ trunk/blender_docs/manual/render/cameras.rst	2021-09-16 02:55:47 UTC (rev 8396)
@@ -364,7 +364,7 @@
       Toggles viewing of the mist limits on and off.
       The limits are shown as two connected white dots on the camera line of sight.
       The mist limits and other options are set in the *World* panel,
-      in the :ref:`Mist section <render-cycles-integrator-world-mist>`.
+      in the :ref:`Mist section <bpy.types.WorldMistSettings>`.
    Sensor
       Displays a dotted frame in camera view.
    Name

Modified: trunk/blender_docs/manual/render/cycles/material_settings.rst
===================================================================
--- trunk/blender_docs/manual/render/cycles/material_settings.rst	2021-09-15 21:56:23 UTC (rev 8395)
+++ trunk/blender_docs/manual/render/cycles/material_settings.rst	2021-09-16 02:55:47 UTC (rev 8396)
@@ -12,6 +12,8 @@
 Surface
 =======
 
+.. _bpy.types.CyclesMaterialSettings.sample_as_light:
+
 Multiple Importance Sample
    By default objects with emitting materials use both direct and indirect light sampling methods,
    but in some cases it may lead to less noise overall to disable direct light sampling for some materials.
@@ -20,25 +22,26 @@
 
    This option will only have an influence if the material contains an Emission node; otherwise it will be disabled.
 
+.. _bpy.types.CyclesMaterialSettings.use_transparent_shadow:
+
 Transparent Shadows
    Use transparent shadows if it contains a :doc:`Transparent BSDF </render/shader_nodes/shader/transparent>`,
    disabling will render faster but will not give accurate shadows.
 
 .. _bpy.types.CyclesMaterialSettings.displacement:
-.. _cycles-materials-settings-displace:
 
 Displacement Method
    Method used to perform :doc:`Displacement </render/materials/components/displacement>` on materials.
 
-   Displacement Only
+   :Displacement Only:
       Mesh vertices will be displaced before rendering, modifying the actual mesh.
       This gives the best quality results, if the mesh is finely subdivided.
       As a result, this method is also the most memory intensive.
-   Bump Only
+   :Bump Only:
       When executing the surface shader, a modified surface normal is used instead of the true normal.
       This is a less memory intensive alternative to actual displacement, but only an approximation.
       Surface silhouettes will not be accurate and there will be no self-shadowing of the displacement.
-   Displacement and Bump
+   :Displacement and Bump:
       Both methods can be combined, to do displacement on a coarser mesh,
       and use bump mapping for the final detail.
 
@@ -46,23 +49,24 @@
 Volume
 ======
 
+.. _bpy.types.CyclesMaterialSettings.volume_sampling:
+
 Sampling Method
-   Distance
-      For dense volumes lit from far away *Distance* sampling is usually more efficient.
-   Equiangular
-      If you have got a light inside or near the volume then *equiangular* sampling is better.
-   Multiple Importance
-      If you have a combination of both, then the multiple importance sampling will be better.
+   :Distance: For dense volumes lit from far away *Distance* sampling is usually more efficient.
+   :Equiangular: If you have got a light inside or near the volume then *equiangular* sampling is better.
+   :Multiple Importance: If you have a combination of both, then the multiple importance sampling will be better.
 
+.. _bpy.types.CyclesMaterialSettings.volume_interpolation:
+
 Interpolation
    Interpolation method to use for the volume objects and smoke simulation grids.
 
-   Linear
-      Simple interpolation which gives good results for thin volumes.
-   Cubic
-      Smoothed high-quality interpolation needed for more dense volumes, but slower.
+   :Linear: Simple interpolation which gives good results for thin volumes.
+   :Cubic: Smoothed high-quality interpolation needed for more dense volumes, but slower.
 
-Homogeneous Volume
+.. _bpy.types.CyclesMaterialSettings.homogeneous_volume:
+
+Homogeneous
    Assume volume has the same density everywhere (not using any textures), for faster rendering.
    For example absorption in a glass object would typically not have any textures,
    and so the renderer can be set to avoid taking small steps to sample the volume shader.
@@ -69,6 +73,8 @@
    Usually this is automatically determined by the renderer.
    This setting provides a manual control for cases where it is not detected.
 
+.. _bpy.types.CyclesMaterialSettings.volume_step_rate:
+
 Step Rate
    Adjust distance between volume shader samples for volume shaders.
    This is typically used to reduce the step size for procedural shaders that add more detail

Modified: trunk/blender_docs/manual/render/cycles/object_settings/object_data.rst
===================================================================
--- trunk/blender_docs/manual/render/cycles/object_settings/object_data.rst	2021-09-15 21:56:23 UTC (rev 8395)
+++ trunk/blender_docs/manual/render/cycles/object_settings/object_data.rst	2021-09-16 02:55:47 UTC (rev 8396)
@@ -135,7 +135,7 @@
 
 
 Shadow Terminator
-=================
+-----------------
 
 .. _bpy.types.CyclesObjectSettings.shadow_terminator_geometry_offset:
 

Modified: trunk/blender_docs/manual/render/cycles/world_settings.rst
===================================================================
--- trunk/blender_docs/manual/render/cycles/world_settings.rst	2021-09-15 21:56:23 UTC (rev 8395)
+++ trunk/blender_docs/manual/render/cycles/world_settings.rst	2021-09-16 02:55:47 UTC (rev 8396)
@@ -1,9 +1,12 @@
 .. _bpy.types.CyclesWorldSettings:
+.. _bpy.types.WorldLighting:
 
 **************
 World Settings
 **************
 
+.. _bpy.types.WorldLighting.use_ambient_occlusion:
+
 Ambient Occlusion
 =================
 
@@ -19,8 +22,13 @@
 but it is useful to emphasize the shapes of surfaces,
 or as a cheap way to get an effect that looks a bit like indirect lighting.
 
+.. _bpy.types.WorldLighting.ao_factor:
+
 Factor
    The strength of the ambient occlusion; value 1.0 is like a white world shader.
+
+.. _bpy.types.WorldLighting.distance:
+
 Distance
    Distance from shading point to trace rays.
    A shorter distance emphasizes nearby features,
@@ -35,7 +43,6 @@
 the :doc:`Ambient Occlusion </render/shader_nodes/input/ao>` shader.
 
 
-.. _render-cycles-integrator-world-mist:
 .. _bpy.types.WorldMistSettings:
 
 Mist Pass
@@ -55,22 +62,28 @@
 Blender generates a render layer with a depth map ranging between 0.0 and 1.0
 that can be used in the Compositor to generate a mist effect.
 
+.. _bpy.types.WorldMistSettings.start:
+
 Start
    The distance from the camera at which the mist starts to fade in.
+
+.. _bpy.types.WorldMistSettings.depth:
+
 Depth
    The distance from *Start* of the mist, that it fades in over.
    Objects further from the camera than *Start + Depth* are completely hidden by the mist.
+
+.. _bpy.types.WorldMistSettings.falloff:
+
 Falloff
    The curve function that controls the rate of change of the mist's strength further and further into the distance.
 
-   Quadratic
+   :Quadratic:
       Uses the same calculation as light falloff (:math:`1\over{x^2}`) and provides the smoothest
       transition from transparent (0.0) to opaque (1.0).
-   Linear
-      Has a steeper start than quadratic (:math:`1\over{x}`).
-   Inverse Quadratic
-      Has the steepest start (:math:`1\over{\sqrt{x}}`) and approaches 1.0 faster than the other two
-      functions.
+   :Linear: Has a steeper start than quadratic (:math:`1\over{x}`).
+   :Inverse Quadratic:
+      Has the steepest start (:math:`1\over{\sqrt{x}}`) and approaches 1.0 faster than the other two functions.
 
 .. tip::
 
@@ -81,6 +94,36 @@
    Mist example (`blend-file <https://wiki.blender.org/wiki/File:25-Manual-World-Mist-Example1.blend>`__).
 
 
+.. _bpy.types.CyclesVisibilitySettings.camera:
+
+Ray Visibility
+==============
+
+.. reference::
+
+   :Panel:     :menuselection:`World --> Ray Visibility`
+
+As with other objects,
+*Ray Visibility* allows you to control which other shaders can "see" the environment.
+
+
+Tricks
+------
+
+Sometimes it may be useful to have a different background that is directly visible versus one
+that is indirectly lighting the objects. A simple solution to this is to add a Mix node,
+with the *Blend Factor* set to *Is Camera Ray*. The first input color is then the indirect color,
+and the second the directly visible color. This is useful when using a high-res image for
+the background and a low-res image for the actual lighting.
+
+Similarly, adding the *Is Camera* and *Is Glossy* rays will mean that the high-res image
+will also be visible in reflections.
+
+.. figure:: /images/render_cycles_world-settings_tricks.png
+
+   Nodes for the trick above.
+
+
 .. _render-cycles-integrator-world-settings:
 
 Settings
@@ -94,6 +137,8 @@
 Surface
 -------
 
+.. _bpy.types.CyclesWorldSettings.sampling_method:
+
 Sampling
    Controls the sampling method for the world material. Selecting Auto or Manual enables
    *Multiple Importance Sampling* while None disables it. *Multiple Importance Sampling*
@@ -115,11 +160,16 @@
 
              Multiple Importance Sample on.
 
+.. _bpy.types.CyclesWorldSettings.sample_mbpy.types.CyclesWorldSettings.sample_map_resolutionbpy.types.CyclesWorldSettings.sample_map_resolutionap_resolution:
+
 Map Resolution
    Sets the resolution of the importance map.
    A higher resolution will better detect small features in the map and give more accurate sampling
    but conversely will take up more memory and render slightly slower.
    Higher values also may produce less noise when using high-res images.
+
+.. _bpy.types.CyclesWorldSettings.max_bounces:
+
 Max Bounces
    Maximal number of bounces the background light will contribute to the render.
 
@@ -132,56 +182,34 @@
 Volume
 ------
 
+.. _bpy.types.CyclesWorldSettings.volume_sampling:
+
 Sampling Method
-   Distance
+   :Distance:
       For dense volumes lit from far away *Distance* sampling is more efficient in most cases.
       Usually this shouldn't be used for World volumes.
-   Equiangular
+   :Equiangular:
       If you have got a light inside or near the volume then *equiangular* sampling is better.
-   Multiple Importance
+   :Multiple Importance:

@@ Diff output truncated at 10240 characters. @@


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