[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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