[Bf-docboard-svn] bf-manual: [8918] trunk/blender_docs/manual: Cleanup: long lines

Campbell Barton noreply at blender.org
Wed Feb 2 12:24:51 CET 2022


Revision: 8918
          https://developer.blender.org/rBM8918
Author:   campbellbarton
Date:     2022-02-02 12:24:51 +0100 (Wed, 02 Feb 2022)
Log Message:
-----------
Cleanup: long lines

Modified Paths:
--------------
    trunk/blender_docs/manual/addons/import_export/mesh_atomic.rst
    trunk/blender_docs/manual/modeling/geometry_nodes/curve_primitives/arc.rst
    trunk/blender_docs/manual/modeling/geometry_nodes/mesh/dual_mesh.rst
    trunk/blender_docs/manual/render/eevee/lighting.rst
    trunk/blender_docs/manual/render/eevee/render_settings/shadows.rst

Modified: trunk/blender_docs/manual/addons/import_export/mesh_atomic.rst
===================================================================
--- trunk/blender_docs/manual/addons/import_export/mesh_atomic.rst	2022-02-02 11:18:54 UTC (rev 8917)
+++ trunk/blender_docs/manual/addons/import_export/mesh_atomic.rst	2022-02-02 11:24:51 UTC (rev 8918)
@@ -56,7 +56,8 @@
 .. hint:: **Defects in an Atomic Structure**
 
    If you want to show defects like vacancies in an atomic structure, use an 'X' for
-   the element name in the PDB or XYZ file (`see here <https://development.root-1.de/Atomic_Blender_PDB_XYZ_Remarks.php>`__).
+   the element name in the PDB or XYZ file
+   (`see here <https://development.root-1.de/Atomic_Blender_PDB_XYZ_Remarks.php>`__).
    A defect is shown in the form of a cube.
 
 
@@ -130,8 +131,8 @@
    Instancing Vertices
       The sticks of one element are put into one instancing vertice structure and the sticks appear as cylinders.
       The instancing vertice structure makes the displaying and loading of many sticks relatively fast
-      (see Section `The instancing vertice structure`_ for more info). Options *Unit* is the length of a unit (a small cylinder):
-      several of such units are put together forming actually the stick (cylinder).
+      (see Section `The instancing vertice structure`_ for more info). Options *Unit* is the length of a unit
+      (a small cylinder): several of such units are put together forming actually the stick (cylinder).
       The longer the unit length is the less is the number of such units and
       thus the faster is the displaying. However, if the unit length is too long the stick becomes
       eventually longer than the bond length (distance between atoms).

Modified: trunk/blender_docs/manual/modeling/geometry_nodes/curve_primitives/arc.rst
===================================================================
--- trunk/blender_docs/manual/modeling/geometry_nodes/curve_primitives/arc.rst	2022-02-02 11:18:54 UTC (rev 8917)
+++ trunk/blender_docs/manual/modeling/geometry_nodes/curve_primitives/arc.rst	2022-02-02 11:24:51 UTC (rev 8918)
@@ -1,9 +1,9 @@
 .. index:: Geometry Nodes; Arc
 .. _bpy.types.GeometryNodeArc:
 
-*****************
+********
 Arc Node
-*****************
+********
 
 .. figure:: /images/modeling_geometry-nodes_curve-primitives_arc_node.png
    :align: right
@@ -21,18 +21,18 @@
 
 Radius
    The radius of the arc. *Radius* mode only.
-   
+
 Start Angle
    Starting angle of the arc.  *Radius* mode only.
 
 Sweep Angle
    Length of the arc.   *Radius* mode only.
-   
+
 Connect Center
-   Connect the arc at the center.  
+   Connect the arc at the center.
 
-Invert Arc   
-   Invert and draw opposite arc.  
+Invert Arc
+   Invert and draw opposite arc.
 
 Start, Middle, End
    The three points on the arc. *Points* mode only.
@@ -54,7 +54,7 @@
 Mode
    :Points:
       The position and radius of the arc are determined by three points.
-      The center of the arc, radius and normal are also given as outputs.      
+      The center of the arc, radius and normal are also given as outputs.
    :Radius:
       The arc is determined by the radius, start angle and sweep angle.
 
@@ -68,7 +68,7 @@
 Center
    The center of the arc described by the three points. *Points* mode only.
 Normal
-   The normal direction of the plane described by the three points, 
+   The normal direction of the plane described by the three points,
    pointing towards the positive Z axis. *Points* mode only.
 Radius
-   The radius of the arc described by the three points. *Points* mode only.
\ No newline at end of file
+   The radius of the arc described by the three points. *Points* mode only.

Modified: trunk/blender_docs/manual/modeling/geometry_nodes/mesh/dual_mesh.rst
===================================================================
--- trunk/blender_docs/manual/modeling/geometry_nodes/mesh/dual_mesh.rst	2022-02-02 11:18:54 UTC (rev 8917)
+++ trunk/blender_docs/manual/modeling/geometry_nodes/mesh/dual_mesh.rst	2022-02-02 11:24:51 UTC (rev 8918)
@@ -1,9 +1,9 @@
 .. index:: Geometry Nodes; Dual Mesh
 .. _bpy.types.GeometryNodeDualMesh:
 
-***************
+**************
 Dual Mesh Node
-***************
+**************
 
 .. figure:: /images/modeling_geometry-nodes_dual-mesh_node.png
    :align: right
@@ -12,7 +12,7 @@
 
 The *Dual Mesh Node* converts a mesh into it's dual, i.e. faces are turned into
 vertices and vertices are turned into faces. This also means that attributes
-which were on the face domain are transferred to the point domain in the dual mesh. 
+which were on the face domain are transferred to the point domain in the dual mesh.
 
 .. warning::
    The Dual Mesh node only works on manifold geometry. To work with non-manifold geometry
@@ -42,10 +42,11 @@
 Dual Mesh
    Standard geometry output.
 
+
 Examples
 ========
+
 The *Dual Mesh Node* combines nicely with triangulated meshes. In this case
 an Ico Sphere is used, which is made up of nice and evenly spaced triangles.
 
 .. figure:: /images/modeling_geometry-nodes_dual-mesh_icosphere.png
-

Modified: trunk/blender_docs/manual/render/eevee/lighting.rst
===================================================================
--- trunk/blender_docs/manual/render/eevee/lighting.rst	2022-02-02 11:18:54 UTC (rev 8917)
+++ trunk/blender_docs/manual/render/eevee/lighting.rst	2022-02-02 11:24:51 UTC (rev 8918)
@@ -27,8 +27,10 @@
 
 Specular
    Specular Light intensity multiplier. Use it for artistic control.
-   Defines the intensity with which the light object will be visible in reflections on the surface of specular objects, like metals or mirrors.
-   Setting this to 0 will make the light object disappear from specular reflections. Keep it exactly at 1.0 for photorealistic results.
+   Defines the intensity with which the light object will be visible in reflections on the surface of specular objects,
+   like metals or mirrors.
+   Setting this to 0 will make the light object disappear from specular reflections. Keep it exactly at 1.0 for
+   photo-realistic results.
 Custom Distance
    If enabled, uses *Distance* as the custom attenuation distance instead of global Light Threshold.
    In order to avoid long setup times, this distance is first computed
@@ -64,7 +66,8 @@
    Bias applied to the depth test to reduce self-shadowing artifacts.
    This determines, what size of surface details (for example, bumps) will cast shadows on the object itself.
    If this value is low, small bumps will cast shadows on the object's surface.
-   This might cause jagged shadow edge between the sunny and shadowy side of the object, but it can be smoothed out by turning on :doc:`Soft Shadows </render/eevee/render_settings/shadows>`
+   This might cause jagged shadow edge between the sunny and shadowy side of the object,
+   but it can be smoothed out by turning on :doc:`Soft Shadows </render/eevee/render_settings/shadows>`
 
 
 Contact Shadows
@@ -97,10 +100,12 @@
 
 Sun lights usually illuminate a large scene with many objects, some close, some far away.
 To optimize shadow calculation in this situation, a technique called Cascaded Shadow Maps is used.
-The distance between the camera's near clip and far clip point is divided into as many equal intervals (called cascades) as you set the Count parameter below.
-For each cascade a different resolution shadow will be displayed: higher resolution for closer cascades and lower resolution for distant ones.
-Do note that cascade shadow maps are always updated because they depend on the camera position or your view origin in the 3D-Viewport.
-This means they have a high performance impact.
+The distance between the camera's near clip and far clip point is divided into as many equal intervals
+(called cascades) as you set the Count parameter below.
+For each cascade a different resolution shadow will be displayed: higher resolution for closer cascades and lower
+resolution for distant ones.
+Do note that cascade shadow maps are always updated because they depend on the camera position or your view origin in
+the 3D-Viewport. This means they have a high performance impact.
 
 .. note::
 
@@ -111,8 +116,8 @@
    Number of cascades to use. More cascades means better shadow precision but a lower update rate.
 
 Fade
-   When the Fade is greater than 0, the size of each cascade (distance interval) is increased so that neighboring cascades overlap.
-   Then a fade is applied in the overlapping region to provide a smooth transition between cascades.
+   When the Fade is greater than 0, the size of each cascade (distance interval) is increased so that neighboring
+   cascades overlap. Then a fade is applied in the overlapping region to provide a smooth transition between cascades.
    Higher values mean the cascade's size is increased more, which decreases the available shadow resolution
    inside the cascade since some of it is used in the overlapping region.
 

Modified: trunk/blender_docs/manual/render/eevee/render_settings/shadows.rst
===================================================================
--- trunk/blender_docs/manual/render/eevee/render_settings/shadows.rst	2022-02-02 11:18:54 UTC (rev 8917)
+++ trunk/blender_docs/manual/render/eevee/render_settings/shadows.rst	2022-02-02 11:24:51 UTC (rev 8918)
@@ -4,27 +4,33 @@
 Shadows
 *******
 
-These settings influence shadows which appear on objects because there is another object (the occluder) between them and a Light.
-Eevee uses a technique called Shadow Mapping to calculate these shadows.
-A shadow map is calculated by looking around from the position of each Light and finding the objects which are closest to the Light.
-These objects are called the nearest occluders.
+These settings influence shadows which appear on objects because there is another object (the occluder)
+between them and a Light. Eevee uses a technique called Shadow Mapping to calculate these shadows.
+A shadow map is calculated by looking around from the position of each Light and finding the objects
+which are closest to the Light. These objects are called the nearest occluders.
 Everything which is behind (or, you can say, covered by) the nearest occluders will be in shadow.
 

@@ Diff output truncated at 10240 characters. @@


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