[Bf-docboard-svn] bf-manual: [9739] trunk/blender_docs/manual/render/cycles/material_settings.rst: Rearrange Cycles surface sampling settings to match UI
Alaska
noreply at blender.org
Mon Dec 5 22:20:34 CET 2022
Revision: 9739
https://developer.blender.org/rBM9739
Author: Alaska
Date: 2022-12-05 22:20:34 +0100 (Mon, 05 Dec 2022)
Log Message:
-----------
Rearrange Cycles surface sampling settings to match UI
Modified Paths:
--------------
trunk/blender_docs/manual/render/cycles/material_settings.rst
Modified: trunk/blender_docs/manual/render/cycles/material_settings.rst
===================================================================
--- trunk/blender_docs/manual/render/cycles/material_settings.rst 2022-12-05 20:49:02 UTC (rev 9738)
+++ trunk/blender_docs/manual/render/cycles/material_settings.rst 2022-12-05 21:20:34 UTC (rev 9739)
@@ -12,22 +12,6 @@
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.
- This can be done by disabling the *Multiple Importance Sample* option.
- This is especially useful on large objects that emit little light compared to other light sources.
-
- 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:
Displacement Method
@@ -45,7 +29,23 @@
Both methods can be combined, to do displacement on a coarser mesh,
and use bump mapping for the final detail.
+.. _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.
+ This can be done by disabling the *Multiple Importance Sample* option.
+ This is especially useful on large objects that emit little light compared to other light sources.
+
+ 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.
+
+
Volume
======
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