[Bf-docboard-svn] bf-manual: [9344] trunk/blender_docs/manual/render: Add RNA references for material settings

Aaron Carlisle noreply at blender.org
Mon Jun 6 21:54:44 CEST 2022


Revision: 9344
          https://developer.blender.org/rBM9344
Author:   Blendify
Date:     2022-06-06 21:54:44 +0200 (Mon, 06 Jun 2022)
Log Message:
-----------
Add RNA references for material settings

Fixes T98628

Modified Paths:
--------------
    trunk/blender_docs/manual/render/eevee/materials/settings.rst
    trunk/blender_docs/manual/render/materials/index.rst
    trunk/blender_docs/manual/render/materials/settings.rst

Modified: trunk/blender_docs/manual/render/eevee/materials/settings.rst
===================================================================
--- trunk/blender_docs/manual/render/eevee/materials/settings.rst	2022-06-04 03:03:37 UTC (rev 9343)
+++ trunk/blender_docs/manual/render/eevee/materials/settings.rst	2022-06-06 19:54:44 UTC (rev 9344)
@@ -8,6 +8,8 @@
    :Panel:     :menuselection:`Properties --> Material --> Settings`
 
 
+.. _bpy.types.Material.use_backface_culling:
+
 Backface Culling
 ================
 
@@ -58,6 +60,8 @@
    Per-object sorting has a performance cost and having thousands of
    these objects in a scene will greatly degrade performance.
 
+.. _bpy.types.Material.show_transparent_back:
+
 Show Backside
    If enabled, all transparent fragments will be rendered.
    If disabled, only the front-most surface fragments will be rendered.
@@ -66,6 +70,9 @@
    the order in which triangles are sorted is important.
 
 
+.. _bpy.types.Material.alpha_threshold:
+.. _bpy.types.Material.shadow_method:
+
 Shadow Mode
 ===========
 
@@ -112,9 +119,13 @@
 If this option is disabled or if the Screen Space Refraction ray tracing fails,
 the refracted ray will use the color of the nearest probe.
 
+.. _bpy.types.Material.use_screen_refraction:
+
 Screen Space Refraction
    Enables screen space refraction.
 
+.. _bpy.types.Material.refraction_depth:
+
 Refraction Depth
    If Refraction Depth is not 0.0, all refraction BSDFs in the shader will act as if
    the object is a thin slab of the refraction material having this thickness.

Modified: trunk/blender_docs/manual/render/materials/index.rst
===================================================================
--- trunk/blender_docs/manual/render/materials/index.rst	2022-06-04 03:03:37 UTC (rev 9343)
+++ trunk/blender_docs/manual/render/materials/index.rst	2022-06-06 19:54:44 UTC (rev 9344)
@@ -1,3 +1,4 @@
+.. _bpy.types.Material:
 .. _bpy.ops.material:
 
 #############

Modified: trunk/blender_docs/manual/render/materials/settings.rst
===================================================================
--- trunk/blender_docs/manual/render/materials/settings.rst	2022-06-04 03:03:37 UTC (rev 9343)
+++ trunk/blender_docs/manual/render/materials/settings.rst	2022-06-06 19:54:44 UTC (rev 9344)
@@ -21,6 +21,8 @@
 Pass Index
 ==========
 
+.. _bpy.types.Material.pass_index:
+
 Pass Index
    Index number for the *Material Index* :doc:`render pass </render/layers/passes>`.
    This can be used to give a mask to a material and then be read with
@@ -40,12 +42,20 @@
 They provide a faster alternative to full shader nodes,
 which may be too heavy or distracting for tasks like modeling, layout or sculpting.
 
+.. _bpy.types.Material.diffuse_color:
+
 Color
    Diffuse or metal surface color.
+
+.. _bpy.types.Material.metallic:
+
 Metallic
    Blends between a non-metallic and metallic material model.
    A value of 1.0 gives a fully specular reflection tinted with the base color,
    without diffuse reflection or transmission.
    At 0.0 the material consists of a diffuse or transmissive base layer, with a specular reflection layer on top.
+
+.. _bpy.types.Material.roughness:
+
 Roughness
    Specifies microfacet roughness of the surface for metal and specular reflection.



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