[Bf-docboard-svn] bf-manual: [9457] branches/blender-3.3-release/blender_docs/manual: glTF: update doc/imgs after UI cleanup

Julien DUROURE noreply at blender.org
Mon Aug 8 17:13:03 CEST 2022


Revision: 9457
          https://developer.blender.org/rBM9457
Author:   julien
Date:     2022-08-08 17:13:03 +0200 (Mon, 08 Aug 2022)
Log Message:
-----------
glTF: update doc/imgs after UI cleanup

Modified Paths:
--------------
    branches/blender-3.3-release/blender_docs/manual/addons/import_export/scene_gltf2.rst
    branches/blender-3.3-release/blender_docs/manual/images/addons_import-export_scene-gltf2_material_specular-custom-node.png
    branches/blender-3.3-release/blender_docs/manual/images/addons_import-export_scene-gltf2_material_specular-export-option.png

Modified: branches/blender-3.3-release/blender_docs/manual/addons/import_export/scene_gltf2.rst
===================================================================
--- branches/blender-3.3-release/blender_docs/manual/addons/import_export/scene_gltf2.rst	2022-08-07 21:30:18 UTC (rev 9456)
+++ branches/blender-3.3-release/blender_docs/manual/addons/import_export/scene_gltf2.rst	2022-08-08 15:13:03 UTC (rev 9457)
@@ -144,7 +144,7 @@
 glTF is capable of storing a baked ambient occlusion map.
 Currently there is no arrangement of nodes that causes Blender
 to use such a map in exactly the same way as intended in glTF.
-However, if the exporter finds a custom node group by the name of ``glTF Settings``, and
+However, if the exporter finds a custom node group by the name of ``glTF Material Output``, and
 finds an input named ``Occlusion`` on that node group,
 it will look for an Image Texture attached there to use as the occlusion map in glTF.
 The effect need not be shown in Blender, as Blender has other ways of showing ambient occlusion,
@@ -175,7 +175,7 @@
 
    The Cycles render engine has a Bake panel that can be used to bake
    ambient occlusion maps. The resulting image can be saved and connected
-   directly to the ``glTF Settings`` node.
+   directly to the ``glTF Material Output`` node.
 
 
 Normal Map
@@ -305,7 +305,7 @@
 
 .. tip::
    If you enable Shader Editor Add-ons in preferences, you will be able to add this custom node group from Menu: 
-   Add > Output > glTF PBR Original data
+   Add > Output > glTF Material Output
 
 Transmission
 ^^^^^^^^^^^^
@@ -365,7 +365,7 @@
 - For volume to be exported, some *transmission* must be set on Principled BSDF node.
 - Color of Volume Absorption node is used as glTF attenuation color. No texture is allowed for this property.
 - Density of Volume Absorption node is used as inverse of glTF attenuation distance.
-- Thickess can be plugged into the Thickess socket of custom group node ``glTF Settings``.
+- Thickess can be plugged into the Thickess socket of custom group node ``glTF Material Output``.
 - If a texture is used for thickness, it must be plugged on (``G``) Green channel of the image.
 
 .. figure:: /images/addons_import-export_scene-gltf2_material-volume.png
@@ -400,7 +400,7 @@
 
 You can add a new Variant by clicking the ``+`` at right of the Variant list. Then you can change the name by double-clicking.
 
-After changing Materials in Material Slots, you can assign current materials to the active Variant using *Assign to Variant*
+After changing Materials in Material Slots, you can assign current materials to the active Variant using *Assign to Variant*.
 
 You can also set default materials using *Assign as Original*. These materials will be exported as default material in glTF. 
 This are materials that will be displayed by any viewer that don't manage ``KHR_materials_variants`` extension.
@@ -539,6 +539,7 @@
 - ``KHR_materials_sheen``
 - ``KHR_materials_specular``
 - ``KHR_materials_ior``
+- ``KHR_materials_variants``
 - ``KHR_lights_punctual``
 - ``KHR_texture_transform``
 - ``KHR_mesh_quantization``
@@ -557,6 +558,7 @@
 - ``KHR_materials_sheen``
 - ``KHR_materials_specular``
 - ``KHR_materials_ior``
+- ``KHR_materials_variants``
 - ``KHR_texture_transform``
 
 

Modified: branches/blender-3.3-release/blender_docs/manual/images/addons_import-export_scene-gltf2_material_specular-custom-node.png
===================================================================
(Binary files differ)

Modified: branches/blender-3.3-release/blender_docs/manual/images/addons_import-export_scene-gltf2_material_specular-export-option.png
===================================================================
(Binary files differ)



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