[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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