[Bf-docboard-svn] bf-manual: [9513] trunk/blender_docs/manual: Cleanup: line-length, key shortcut syntax
Campbell Barton
noreply at blender.org
Sat Aug 27 13:42:57 CEST 2022
Revision: 9513
https://developer.blender.org/rBM9513
Author: campbellbarton
Date: 2022-08-27 13:42:57 +0200 (Sat, 27 Aug 2022)
Log Message:
-----------
Cleanup: line-length, key shortcut syntax
Modified Paths:
--------------
trunk/blender_docs/manual/addons/import_export/scene_gltf2.rst
trunk/blender_docs/manual/editors/timeline.rst
trunk/blender_docs/manual/files/asset_libraries/introduction.rst
trunk/blender_docs/manual/interface/window_system/status_bar.rst
trunk/blender_docs/manual/modeling/curves/primitives.rst
trunk/blender_docs/manual/modeling/curves/tools/pen.rst
trunk/blender_docs/manual/modeling/geometry_nodes/uv/index.rst
Modified: trunk/blender_docs/manual/addons/import_export/scene_gltf2.rst
===================================================================
--- trunk/blender_docs/manual/addons/import_export/scene_gltf2.rst 2022-08-27 11:42:18 UTC (rev 9512)
+++ trunk/blender_docs/manual/addons/import_export/scene_gltf2.rst 2022-08-27 11:42:57 UTC (rev 9513)
@@ -56,7 +56,8 @@
- Normal Map (tangent space, +Y up)
- Emissive
-Some additional material properties or types of materials can be expressed using glTF extensions. The complete is can be found in _Extensions_ part of this documentation.
+Some additional material properties or types of materials can be expressed using glTF extensions.
+The complete is can be found in _Extensions_ part of this documentation.
.. figure:: /images/addons_import-export_scene-gltf2_material-channels.jpg
@@ -256,7 +257,7 @@
Sheen
^^^^^
-When the *Velvet BSDF* node is used in addition to Principled BSDF node, the ``KHR_materials_sheen`` glTF
+When the *Velvet BSDF* node is used in addition to Principled BSDF node, the ``KHR_materials_sheen`` glTF
extension will be included in the export. The Sheen Color will be exported from Color socket of Vevlet node.
Sheen Roughness will be exported from Sigma socket.
@@ -266,14 +267,16 @@
.. tip::
- Velvet BSDF node is only available on Cycles render engine.
+ Velvet BSDF node is only available on Cycles render engine.
You may have to temporary switch to Cycles to add this node, and get back to Eevee.
.. note::
- Because the node tree is adding 2 Shaders (Principled and Sheen), the resulting shader is not fully energy conservative.
+ Because the node tree is adding 2 Shaders (Principled and Sheen),
+ the resulting shader is not fully energy conservative.
You may find some difference between Blender render, and glTF render.
- Sheen models are not fully compatible between Blender and glTF. This trick about adding Velvet Shader is the most accurate
+ Sheen models are not fully compatible between Blender and glTF.
+ This trick about adding Velvet Shader is the most accurate
approximation (better that using Sheen Principled sockets).
@@ -286,7 +289,8 @@
.. note::
- Specular models are not fully compatible between Blender and glTF. By default, Blender data are converted to glTF at export,
+ Specular models are not fully compatible between Blender and glTF.
+ By default, Blender data are converted to glTF at export,
with a possible loss of information.
Some conversion are also performed at import, will a possible loss of information too.
@@ -295,16 +299,16 @@
.. figure:: /images/addons_import-export_scene-gltf2_material_specular-custom-node.png
-At export, by default, Specular data are converted from Principled BSDF node.
+At export, by default, Specular data are converted from Principled BSDF node.
-You can export original Specular data, enabling the option at export. If enabled, Principled Specular data are ignored,
-only data from custom node are used.
+You can export original Specular data, enabling the option at export.
+If enabled, Principled Specular data are ignored, only data from custom node are used.
.. figure:: /images/addons_import-export_scene-gltf2_material_specular-export-option.png
.. tip::
- If you enable Shader Editor Add-ons in preferences, you will be able to add this custom node group from Menu:
+ If you enable Shader Editor Add-ons in preferences, you will be able to add this custom node group from Menu:
Add > Output > glTF Material Output
Transmission
@@ -345,7 +349,8 @@
At import, there are two different situation:
-- if ``KHR_materials_ior`` is not set, IOR value of Principled BSDF node is set to 1.5, that is the glTF default value of IOR.
+- if ``KHR_materials_ior`` is not set, IOR value of Principled BSDF node is set to 1.5,
+ that is the glTF default value of IOR.
- If set, the ``KHR_materials_ior`` is used to set the IOR value of Principled BSDF.
At export, IOR is included in the export only if one of these extensions are also used:
@@ -382,7 +387,8 @@
- In 3D View, on ``glTF Variants`` tab
- For advanced settings, in Mesh Material Properties (see Advanced glTF Variant checks)
-The main concept to understand for using Variants, is that each material slot will be used as equivalent of a glTF primitive.
+The main concept to understand for using Variants,
+is that each material slot will be used as equivalent of a glTF primitive.
glTF Variants switching
^^^^^^^^^^^^^^^^^^^^^^^
@@ -398,11 +404,14 @@
glTF Variants creation
^^^^^^^^^^^^^^^^^^^^^^
-You can add a new Variant by clicking the ``+`` at right of the Variant list. Then you can change the name by double-clicking.
+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.
+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.
Advanced glTF Variant checks
@@ -412,7 +421,7 @@
.. figure:: /images/addons_import-export_scene-gltf2_material_variants-detail.png
-The *glTF Material Variants* tab refers to the active material Slot and Material used by this slot.
+The *glTF Material Variants* tab refers to the active material Slot and Material used by this slot.
You can see every Variants that are using this material for the given Slot/Primitive.
You can also assign material to Variants from this tab, but recommandation is to perform it from 3D View tab.
Modified: trunk/blender_docs/manual/editors/timeline.rst
===================================================================
--- trunk/blender_docs/manual/editors/timeline.rst 2022-08-27 11:42:18 UTC (rev 9512)
+++ trunk/blender_docs/manual/editors/timeline.rst 2022-08-27 11:42:57 UTC (rev 9513)
@@ -222,7 +222,8 @@
it is remapped back inside the range.
- When overwriting one of the end keys, the other one is updated accordingly.
- In addition, when adding a new curve into an action with a :ref:`Manual Frame Range <bpy.types.Action.use_frame_range>`
+ In addition, when adding a new curve into an action with a
+ :ref:`Manual Frame Range <bpy.types.Action.use_frame_range>`
and *Cyclic Animation* enabled, the curve is automatically made cyclic with the period matching the frame range.
For convenience this check and conversion is also done before adding the second keyframe to such a curve.
Modified: trunk/blender_docs/manual/files/asset_libraries/introduction.rst
===================================================================
--- trunk/blender_docs/manual/files/asset_libraries/introduction.rst 2022-08-27 11:42:18 UTC (rev 9512)
+++ trunk/blender_docs/manual/files/asset_libraries/introduction.rst 2022-08-27 11:42:57 UTC (rev 9513)
@@ -61,9 +61,9 @@
.. note::
- Loading an asset library for the first time may take a while, but the next time it is loaded should be significantly
- faster. Blender generates an index of all assets contained inside an asset library, and keeps it up-to-date as files
- are modified within it. The indices are stored in the :ref:`local-cache-dir`.
+ Loading an asset library for the first time may take a while, but the next time it is loaded should be
+ significantly faster. Blender generates an index of all assets contained inside an asset library,
+ and keeps it up-to-date as files are modified within it. The indices are stored in the :ref:`local-cache-dir`.
The blend-files can be directly in the top-level directory of the asset library, or in any subdirectory.
The on-drive organization of asset libraries is all up to you. Regardless of which blend-file contains the assets,
Modified: trunk/blender_docs/manual/interface/window_system/status_bar.rst
===================================================================
--- trunk/blender_docs/manual/interface/window_system/status_bar.rst 2022-08-27 11:42:18 UTC (rev 9512)
+++ trunk/blender_docs/manual/interface/window_system/status_bar.rst 2022-08-27 11:42:57 UTC (rev 9513)
@@ -16,7 +16,7 @@
==================
The left side of the Status Bar displays mouse button shortcuts and the keymap of the active tool.
-In editors with a Toolbar, tapping :kbd:`Alt` (or :kbd:`Option` on macOS)
+In editors with a Toolbar, tapping :kbd:`Alt` (or ``Option`` on macOS)
shows the hotkeys to change to a desired tool.
.. tip::
Modified: trunk/blender_docs/manual/modeling/curves/primitives.rst
===================================================================
--- trunk/blender_docs/manual/modeling/curves/primitives.rst 2022-08-27 11:42:18 UTC (rev 9512)
+++ trunk/blender_docs/manual/modeling/curves/primitives.rst 2022-08-27 11:42:57 UTC (rev 9513)
@@ -54,7 +54,7 @@
Empty Hair
-===========
+==========
Adds an empty high-performance curves object and automatically:
Modified: trunk/blender_docs/manual/modeling/curves/tools/pen.rst
===================================================================
--- trunk/blender_docs/manual/modeling/curves/tools/pen.rst 2022-08-27 11:42:18 UTC (rev 9512)
+++ trunk/blender_docs/manual/modeling/curves/tools/pen.rst 2022-08-27 11:42:57 UTC (rev 9513)
@@ -63,11 +63,11 @@
triggered on click and drag.
Toggle Vector
- :kbd:`Double-LMB` click on a handle to switch handle between *Vector* and *Auto* handle types.
+ Double :kbd:`LMB` click on a handle to switch handle between *Vector* and *Auto* handle types.
Can be used to easily switch between sharp corners and smooth curves.
Cycle Handle Type
- :kbd:`Double-LMB` click on the control point to cycle through all handle types.
+ Double :kbd:`LMB` click on the control point to cycle through all handle types.
Hotkeys
Modified: trunk/blender_docs/manual/modeling/geometry_nodes/uv/index.rst
===================================================================
@@ Diff output truncated at 10240 characters. @@
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