[Bf-docboard-svn] bf-manual: [8987] trunk/blender_docs/manual: Merge branch 'blender-3.1-release'
Aaron Carlisle
noreply at blender.org
Sun Feb 20 05:19:20 CET 2022
Revision: 8987
https://developer.blender.org/rBM8987
Author: Blendify
Date: 2022-02-20 05:19:19 +0100 (Sun, 20 Feb 2022)
Log Message:
-----------
Merge branch 'blender-3.1-release'
Modified Paths:
--------------
trunk/blender_docs/manual/addons/import_export/scene_obj.rst
trunk/blender_docs/manual/files/import_export/obj.rst
trunk/blender_docs/manual/modeling/meshes/uv/workflows/udims.rst
Property Changed:
----------------
trunk/blender_docs/
Index: trunk/blender_docs
===================================================================
--- trunk/blender_docs 2022-02-20 04:18:34 UTC (rev 8986)
+++ trunk/blender_docs 2022-02-20 04:19:19 UTC (rev 8987)
Property changes on: trunk/blender_docs
___________________________________________________________________
Modified: svn:mergeinfo
## -1,4 +1,4 ##
/branches/blender-2.92-release/blender_docs:7610-7921
/branches/blender-2.93-release/blender_docs:7959-8113
/branches/blender-3.0-release/blender_docs:8543-8943
-/branches/blender-3.1-release/blender_docs:8904-8983
\ No newline at end of property
+/branches/blender-3.1-release/blender_docs:8904-8986
\ No newline at end of property
Modified: trunk/blender_docs/manual/addons/import_export/scene_obj.rst
===================================================================
--- trunk/blender_docs/manual/addons/import_export/scene_obj.rst 2022-02-20 04:18:34 UTC (rev 8986)
+++ trunk/blender_docs/manual/addons/import_export/scene_obj.rst 2022-02-20 04:19:19 UTC (rev 8987)
@@ -6,7 +6,7 @@
.. reference::
:Category: Import-Export
- :Menu: :menuselection:`File --> Import/Export --> Wavefront (.obj)`
+ :Menu: :menuselection:`File --> Import --> Wavefront (.obj)`
OBJ is a widely used de facto standard in the 3D industry.
The OBJ format is a popular plain text format, however, it has only basic geometry and material support.
@@ -29,15 +29,13 @@
.. warning::
- - Importing very large OBJ-files (over a few 100mb), can use a lot of RAM.
- - OBJ's export using Unix line endings ``\n`` even on Windows,
- if you open the files in a text editor it must recognize ``\n`` line endings.
+ Importing very large OBJ-files (over a few 100mb), can use a lot of RAM.
Usage
=====
-Import/Export geometry and curves to the OBJ format.
+Import geometry and curves to the OBJ format.
If there is a matching ``.MTL`` for the OBJ then its materials will be imported too.
@@ -94,100 +92,21 @@
the OBJ groups are not equivalent to Blender groups, so both can optionally be used for splitting.
-Export
-------
+OBJ Export
+==========
-Include
-^^^^^^^
+Exporting OBJ-files is built into Blender without the need of an add-on.
+It's documentation can be found here: `OBJ Exporter </files/import_export/obj>`.
-Selected Objects
- Only export the selected objects. Otherwise export all objects in the scene.
-Objects as OBJ Objects / Groups
- Write out each Blender object as an OBJ object.
- .. note::
-
- Note that as far as Blender is concerned there is no difference between OBJ Groups and Objects,
- this option is only included for applications that treat them differently.
-
-Material Groups
- Create OBJ groups per material.
-Animation
- Exports a numbered OBJ for each frame from the start to the end frame.
- Please be aware that this can take quite a long time.
-
-
-Transform
-^^^^^^^^^
-
-Scale
- Global scale to use on export.
-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 you are own system. Relative paths on the other hand are more portable
- but mean 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.
-
-Forward / Up
- Since many applications use a different axis for 'Up', there are axis conversion settings,
- Forward and Up axis -- By mapping these to different axis you can convert rotations
- between applications default up and forward axis.
-
- Blender uses Y Forward, Z Up (since the front view looks along the +Y direction).
- For example, its common for applications to use Y as the up axis, in that case -Z Forward, Y Up is needed.
-
-
-Geometry
-^^^^^^^^
-
-Apply Modifiers
- Export mesh objects as seen in the 3D Viewport with all modifiers applied.
- Mostly you will want this unless you are exporting a subdivision surface cage.
-Smooth Groups
- Write Blender's sharp edges as smooth groups.
-Bitflag Groups
- Todo.
-Write Normals
- Write out Blender's face and vertex normals (depending on the faces smooth setting).
-
- Mostly this isn't needed since most applications will calculate their
- own normals but to match Blender's normal map textures you will need to write these too.
-Include UVs
- Write out the active UV layers coordinates from Blender.
-Write Materials
- Write out the MTL-file along with the OBJ. Most importers that support OBJ will also read the MTL-file.
-Triangulate Faces
- Write out quads as two triangles. Some programs only have very basic OBJ support and only support triangles.
-Curves as NURBS
- Write out NURBS curves as OBJ NURBS rather than converting to geometry.
-Polygroups
- Write faces into OBJ groups based on the meshes vertex group.
- Note that this does a best guess since a face's vertices can be in multiple vertex groups.
-Keep Vertex Order
- Maintain vertex order on export. This is needed when OBJ is used for morph targets.
-
-
Compatibility
=============
-NURBS surfaces, text3D and metaballs are converted to meshes at export time.
-
-
Missing
-------
Some of the following features are missing:
-- NURBS Surfaces -- this could be added but is not widely used.
- Advanced Material Settings -- There are material options documented
but very few files use them and there are few examples available.
- Normals -- Blender ignores normals from imported files, recalculating them based on the geometry.
Modified: trunk/blender_docs/manual/files/import_export/obj.rst
===================================================================
--- trunk/blender_docs/manual/files/import_export/obj.rst 2022-02-20 04:18:34 UTC (rev 8986)
+++ trunk/blender_docs/manual/files/import_export/obj.rst 2022-02-20 04:19:19 UTC (rev 8987)
@@ -113,18 +113,20 @@
Todo.
+Importing
+=========
+
+Importing OBJ-files is currently handled by a python importer which is included as an addon.
+It's documentation can be found here: `OBJ Importer </addons/import_export/scene_obj>`.
+
+
Compatibility
=============
NURBS surfaces, text3D and metaballs are converted to meshes at export time.
-
-Missing
--------
-
Some of the following features are missing:
- NURBS Surfaces -- this could be added but is not widely used.
- Advanced Material Settings -- There are material options documented
but very few files use them and there are few examples available.
-- Normals -- Blender ignores normals from imported files, recalculating them based on the geometry.
Modified: trunk/blender_docs/manual/modeling/meshes/uv/workflows/udims.rst
===================================================================
--- trunk/blender_docs/manual/modeling/meshes/uv/workflows/udims.rst 2022-02-20 04:18:34 UTC (rev 8986)
+++ trunk/blender_docs/manual/modeling/meshes/uv/workflows/udims.rst 2022-02-20 04:19:19 UTC (rev 8987)
@@ -50,6 +50,27 @@
This works for either 2D Painting or :doc:`3D Painting </sculpt_paint/texture_paint/index>`.
+File Substitution Tokens
+========================
+
+Substitution tokens are special sequences of characters in a filename
+that can be replaced with more meaningful and context aware information.
+In this case, tokens are identified by being text wrapped in angle bracket characters.
+
+This substitution is used while load loading or saving an image
+to automatically identify the tile associated with a particular texture in the UDIM array.
+
+The following tokens are supported:
+
+- ``<UDIM>``: A 4-digit notation calculated as ``1001 + u-tile + v-tile * 10``.
+- ``<UVTILE>``: A notation defined as ``u(u-tile + 1)_v(v-tile + 1)``.
+
+Examples:
+
+- ``monster-basecolor.<UDIM>.png`` will load/save files like ``monster-basecolor.1021.png`` etc.
+- ``monster-basecolor.<UVTILE>.png`` will load/save files like ``monster-basecolor.u1_v3.png`` etc.
+
+
.. _bpy.ops.image.tile:
.. _bpy.types.UDIMTiles:
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