[Bf-docboard-svn] bf-manual: [9757] trunk/blender_docs/manual: Merge branch 'blender-3.4-release'
Aaron Carlisle
noreply at blender.org
Wed Dec 7 03:34:29 CET 2022
Revision: 9757
https://developer.blender.org/rBM9757
Author: Blendify
Date: 2022-12-07 03:34:29 +0100 (Wed, 07 Dec 2022)
Log Message:
-----------
Merge branch 'blender-3.4-release'
Modified Paths:
--------------
trunk/blender_docs/manual/editors/uv/overlays.rst
trunk/blender_docs/manual/files/import_export/obj.rst
trunk/blender_docs/manual/getting_started/about/history.rst
trunk/blender_docs/manual/interface/controls/nodes/editing.rst
trunk/blender_docs/manual/modeling/modifiers/generate/booleans.rst
Property Changed:
----------------
trunk/blender_docs/
Index: trunk/blender_docs
===================================================================
--- trunk/blender_docs 2022-12-07 02:33:05 UTC (rev 9756)
+++ trunk/blender_docs 2022-12-07 02:34:29 UTC (rev 9757)
Property changes on: trunk/blender_docs
___________________________________________________________________
Modified: svn:mergeinfo
## -4,5 +4,5 ##
/branches/blender-3.1-release/blender_docs:8904-9238
/branches/blender-3.2-release/blender_docs:9236-9417
/branches/blender-3.3-release/blender_docs:9438-9611
-/branches/blender-3.4-release/blender_docs:9673-9745
+/branches/blender-3.4-release/blender_docs:9673-9756
/trunk/blender_docs:9673-9675
\ No newline at end of property
Modified: trunk/blender_docs/manual/editors/uv/overlays.rst
===================================================================
--- trunk/blender_docs/manual/editors/uv/overlays.rst 2022-12-07 02:33:05 UTC (rev 9756)
+++ trunk/blender_docs/manual/editors/uv/overlays.rst 2022-12-07 02:34:29 UTC (rev 9757)
@@ -21,13 +21,25 @@
Grid
Show the grid background and borders.
-.. _bpy.types.SpaceUVEditor.use_custom_grid:
+.. _bpy.types.SpaceUVEditor.show_grid_over_image:
-Fixed Subdivisions
+Over Image
+ Allows the grid overlay to be shown on top of the image rather than behind it.
+
+.. _bpy.types.SpaceUVEditor.grid_shape_source:
+
+Grid Shape Source
+ How the size/subdivisions of grid cells are determined.
+
+ :Dynamic: The grid subdivisions changes based on the zoom level.
+ :Fixed: The grid subdivisions stays consistent based off the *Fixed Subdivisions* property.
+ :Pixel: The grid aligns with pixels from image so each grid cell represents one pixel.
+
+.. _bpy.types.SpaceUVEditor.custom_grid_subdivisions:
+
+Fixed Subdivisions X, Y
Displays a grid that does not depend on the zoom level to determine
- the number of subdivisions. The Custom Grid is useful in combination with
- :ref:`Absolute Grid Snap <bpy.types.ToolSettings.use_snap_uv_grid_absolute>`
- to create precise incremental snapping.
+ the number of subdivisions.
.. _bpy.types.SpaceUVEditor.custom_grid_subdivisions:
Modified: trunk/blender_docs/manual/files/import_export/obj.rst
===================================================================
--- trunk/blender_docs/manual/files/import_export/obj.rst 2022-12-07 02:33:05 UTC (rev 9756)
+++ trunk/blender_docs/manual/files/import_export/obj.rst 2022-12-07 02:34:29 UTC (rev 9757)
@@ -48,22 +48,8 @@
:Viewport: Use viewport properties.
:Render: Use final render properties.
-Path Mode
- When referencing paths in exported files you may want some control as to the method used since absolute paths
- may only be correct on your own system. Relative paths, on the other hand, are more portable
- but mean that you have to keep your files grouped when moving about on your local file system.
- In some cases, the path doesn't matter since the target application will search
- a set of predefined paths anyway so you have the option to strip the path too.
- :Auto: Uses relative paths for files which are in a subdirectory of the exported location,
- absolute for any directories outside that.
- :Absolute: Uses full paths.
- :Relative: Uses relative paths in every case (except when on a different drive on Windows).
- :Match: Uses relative / absolute paths based on the paths used in Blender.
- :Strip Path: Only write the filename and omit the path component.
- :Copy: Copy the file on exporting and reference it with a relative path.
-
Geometry Properties
^^^^^^^^^^^^^^^^^^^
@@ -77,8 +63,6 @@
Colors
Write out the active vertex colors attribute layer, if present. Colors are exported in
"xyzrgb" OBJ extension format.
-Materials
- Write out the MTL-file along with the OBJ. Most importers that support OBJ will also read the MTL-file.
Triangulated Mesh
Write out quads as two triangles. Some programs only have very basic OBJ support and only support triangles.
Curves as NURBS
@@ -85,6 +69,29 @@
Write out NURBS curves as OBJ NURBS rather than converting to geometry.
+Material Properties
+^^^^^^^^^^^^^^^^^^^
+
+Export
+ Write out the MTL-file along with the OBJ. Most importers that support OBJ will also read the MTL-file.
+PBR Extensions
+ Export MTL library using PBR extensions (roughness, metallic, sheen, clearcoat, anisotropy, transmission).
+Path Mode
+ When referencing paths in exported files you may want some control as to the method used since absolute paths
+ may only be correct on your own system. Relative paths, on the other hand, are more portable
+ but mean that you have to keep your files grouped when moving about on your local file system.
+ In some cases, the path doesn't matter since the target application will search
+ a set of predefined paths anyway so you have the option to strip the path too.
+
+ :Auto: Uses relative paths for files which are in a subdirectory of the exported location,
+ absolute for any directories outside that.
+ :Absolute: Uses full paths.
+ :Relative: Uses relative paths in every case (except when on a different drive on Windows).
+ :Match: Uses relative / absolute paths based on the paths used in Blender.
+ :Strip Path: Only write the filename and omit the path component.
+ :Copy: Copy the file on exporting and reference it with a relative path.
+
+
Grouping Properties
^^^^^^^^^^^^^^^^^^^
Modified: trunk/blender_docs/manual/getting_started/about/history.rst
===================================================================
--- trunk/blender_docs/manual/getting_started/about/history.rst 2022-12-07 02:33:05 UTC (rev 9756)
+++ trunk/blender_docs/manual/getting_started/about/history.rst 2022-12-07 02:34:29 UTC (rev 9757)
@@ -298,3 +298,6 @@
`3.3 <https://www.blender.org/download/releases/3-3/>`__ -- September 2022
New hair object, procedural UV nodes, line art shadow and contour,
Intel GPU rendering support via oneAPI, and improvements to library overrides.
+
+`3.4 <https://www.blender.org/download/releases/3-4/>`__ -- December 2022
+ Cycles path guiding, sculpting auto masking improvements, even more geometry nodes, and UV Editing improvements.
Modified: trunk/blender_docs/manual/interface/controls/nodes/editing.rst
===================================================================
--- trunk/blender_docs/manual/interface/controls/nodes/editing.rst 2022-12-07 02:33:05 UTC (rev 9756)
+++ trunk/blender_docs/manual/interface/controls/nodes/editing.rst 2022-12-07 02:34:29 UTC (rev 9757)
@@ -124,6 +124,19 @@
When in doubt, select a node and move it slightly to see if something is hidden underneath.
+.. _bpy.ops.node.duplicate_move_linked:
+
+Duplicate Linked
+================
+
+.. reference::
+
+ :Menu: :menuselection:`Node --> Duplicate Linked`
+ :Shortcut: :kbd:`Alt-D`
+
+Duplicate selected nodes, but not their node trees (in the case of group nodes), and move them.
+
+
.. _bpy.ops.node.clipboard_copy:
.. _bpy.ops.node.clipboard_paste:
Modified: trunk/blender_docs/manual/modeling/modifiers/generate/booleans.rst
===================================================================
--- trunk/blender_docs/manual/modeling/modifiers/generate/booleans.rst 2022-12-07 02:33:05 UTC (rev 9756)
+++ trunk/blender_docs/manual/modeling/modifiers/generate/booleans.rst 2022-12-07 02:34:29 UTC (rev 9757)
@@ -84,6 +84,17 @@
Solver Options
--------------
+Materials :guilabel:`Exact Solver`
+ Method for setting materials on the new faces.
+
+ :Index Based:
+ Set the material on new faces based on the order of the material slot lists.
+ If a material doesn't exist on the modifier object,
+ the face will use the same material slot or the first if the object doesn't have enough slots.
+ :Transfer:
+ Transfer materials from non-empty slots to the result mesh, adding new materials as necessary.
+ For empty slots, fall back to using the same material index as the operand mesh.
+
Self Intersection :guilabel:`Exact Solver`
Correctly calculates cases when one or both operands have self-intersections,
this involves more calculations making it slower.
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