[Bf-docboard-svn] bf-manual: [9384] trunk/blender_docs/manual/physics/forces/force_fields: UI: Sort Force Field enums alphabetically
Aaron Carlisle
noreply at blender.org
Mon Jun 27 18:02:21 CEST 2022
Revision: 9384
https://developer.blender.org/rBM9384
Author: Blendify
Date: 2022-06-27 18:02:21 +0200 (Mon, 27 Jun 2022)
Log Message:
-----------
UI: Sort Force Field enums alphabetically
rB4fa71be89a4f852c3587b2e55f0c78ee897fd63c
Modified Paths:
--------------
trunk/blender_docs/manual/physics/forces/force_fields/index.rst
trunk/blender_docs/manual/physics/forces/force_fields/introduction.rst
trunk/blender_docs/manual/physics/forces/force_fields/types/curve_guide.rst
trunk/blender_docs/manual/physics/forces/force_fields/types/texture.rst
trunk/blender_docs/manual/physics/forces/force_fields/types/turbulence.rst
Modified: trunk/blender_docs/manual/physics/forces/force_fields/index.rst
===================================================================
--- trunk/blender_docs/manual/physics/forces/force_fields/index.rst 2022-06-27 15:07:18 UTC (rev 9383)
+++ trunk/blender_docs/manual/physics/forces/force_fields/index.rst 2022-06-27 16:02:21 UTC (rev 9384)
@@ -17,16 +17,16 @@
.. toctree::
:maxdepth: 1
+ types/boid.rst
+ types/charge.rst
+ types/curve_guide.rst
+ types/drag.rst
+ types/fluid_flow.rst
types/force.rst
- types/wind.rst
- types/vortex.rst
- types/magnetic.rst
types/harmonic.rst
- types/charge.rst
types/lennard_jones.rst
+ types/magnetic.rst
types/texture.rst
- types/curve_guide.rst
- types/boid.rst
types/turbulence.rst
- types/drag.rst
- types/fluid_flow.rst
+ types/vortex.rst
+ types/wind.rst
Modified: trunk/blender_docs/manual/physics/forces/force_fields/introduction.rst
===================================================================
--- trunk/blender_docs/manual/physics/forces/force_fields/introduction.rst 2022-06-27 15:07:18 UTC (rev 9383)
+++ trunk/blender_docs/manual/physics/forces/force_fields/introduction.rst 2022-06-27 16:02:21 UTC (rev 9384)
@@ -72,6 +72,8 @@
Settings unique to a field type are described below.
Curve Guide and Texture fields have very different options.
+.. _bpy.types.FieldSettings.shape:
+
Shape
Sets the direction which is used to calculate the effector force.
For force fields from an empty object only *Point*, *Line* and *Plane* shapes are available,
@@ -78,21 +80,18 @@
as for a field from a 3D object there are additional *Surface* and *Every Point* options,
and *Curve* for a field from a curve.
- Point
- Point with omni-directional influence.
- Uses the object origin as the effector point.
- Line
+ :Point: Point with omni-directional influence. Uses the object origin as the effector point.
+ :Line:
The force only acts in the local XY plane, using the Z axis line as the effector.
- Plane
+ :Plane:
The force only acts in the local Z direction, using the XY axis plane as the effector.
- Surface
+ :Surface:
The force field acts on a 3D object's surface.
In this case, the Z axis is the surface normal.
- Every Point
- Uses every vertex in the mesh object as an effector point.
- Curve
- The force field acts along a curve object.
+ :Every Point: Uses every vertex in the mesh object as an effector point.
+.. _bpy.types.FieldSettings.strength:
+
Strength
The strength of the field effect.
This can be positive or negative to change the direction that the force operates in.
@@ -99,6 +98,8 @@
A force field's strength is scaled with the force object's scale,
allowing you to scale up and down the scene, keeping the same effects.
+.. _bpy.types.FieldSettings.flow:
+
Flow
If nonzero, this adds a drag force proportional and opposite to the point velocity.
@@ -106,12 +107,9 @@
at a certain point defines the velocity of an "air flow" field, and objects are
encouraged to follow the flow by the resistance caused by the *Flow* drag force.
-Noise Amount
- Adds noise to the strength of the force.
+.. _bpy.types.FieldSettings.apply_to_location:
+.. _bpy.types.FieldSettings.apply_to_rotation:
-Seed
- Changes the seed of the random noise.
-
Affect
Location
Influence the location of particles and other physics entities.
@@ -121,9 +119,23 @@
Disabling both options completely deactivates the force field.
+.. _bpy.types.FieldSettings.noise:
+
+Noise Amount
+ Adds noise to the strength of the force.
+
+.. _bpy.types.FieldSettings.seed:
+
+Seed
+ Changes the seed of the random noise.
+
+.. _bpy.types.FieldSettings.use_absorption:
+
Absorption
Force gets absorbed by collision objects.
+.. _bpy.types.FieldSettings.wind_factor:
+
Wind Factor
Specifies how much the force is reduced when acting parallel to a surface, e.g. cloth.
If set to 1, only the normal component of the force is taken into account.
@@ -135,19 +147,29 @@
Here you can specify the shape of the force field
(if the falloff *Power* is greater than 0).
+.. _bpy.types.FieldSettings.falloff_type:
+
Shape
- Sphere
+ :Cone:
+ The falloff results in a cone-shaped force field. Additional options are the same as those of *Tube* options.
+ :Sphere:
The falloff is uniform in all directions, as in a sphere.
- Tube
+ :Tube:
The falloff results in a tube-shaped force field.
The field's *Radial Power* can be adjusted,
as well as the *Minimum* and *Maximum* distances of the field.
- Cone
- The falloff results in a cone-shaped force field. Additional options are the same as those of *Tube* options.
+.. _bpy.types.FieldSettings.z_direction:
+
Z Direction
- The force can be set to apply only in the direction of the positive Z axis, negative Z axis, or both.
+ The direction the force affects on the Z axis.
+ :+Z: The force only has an affect on the positive Z axis.
+ :-Z: The force only has an affect on the negative Z axis.
+ :Both Z: The force has an affect on the positive and negative Z axis.
+
+.. _bpy.types.FieldSettings.falloff_power:
+
Power
How the power of the force field changes with the distance from the force field.
If *r* is the distance from the origin of the object, the force changes with 1/(*r* - *min* + 1)\ :sup:`power`.
@@ -154,6 +176,9 @@
A falloff of 2 changes the force field with 1/(*r* - *min* + 1)\ :sup:`2`,
which is similar to the falloff of gravitational pull.
+.. _bpy.types.FieldSettings.use_min_distance:
+.. _bpy.types.FieldSettings.distance_min:
+
Min Distance
The distance from the object's origin, up to where the force field is effective with full strength.
If you have a falloff of 0, this parameter will have no effect,
@@ -160,6 +185,9 @@
because the field is effective with full strength up to *Max Distance* (or infinite).
Shown by an additional circle around the object.
+.. _bpy.types.FieldSettings.use_max_distance:
+.. _bpy.types.FieldSettings.distance_max:
+
Max Distance
Specifies the maximum radius in which the force field affects other objects
(shown by an additional circle around the object).
Modified: trunk/blender_docs/manual/physics/forces/force_fields/types/curve_guide.rst
===================================================================
--- trunk/blender_docs/manual/physics/forces/force_fields/types/curve_guide.rst 2022-06-27 15:07:18 UTC (rev 9383)
+++ trunk/blender_docs/manual/physics/forces/force_fields/types/curve_guide.rst 2022-06-27 16:02:21 UTC (rev 9384)
@@ -91,20 +91,17 @@
This feature is broken in the current version, see T46776.
-Changes the shape that the particles can take.
-
Type
- Curl
- The radius of the influence depends on the distance of the curve to the emitter.
- Radial
- A three-dimensional, standing wave.
- Wave
- A two-dimensional, standing wave.
- Braid
- Braid.
- Roll
- A one-dimensional, standing wave.
+ Changes the shape that the particles can take.
+ :None: Todo.
+ :Braid: Braid.
+ :Curl: The radius of the influence depends on the distance of the curve to the emitter.
+ :Radial: A three-dimensional, standing wave.
+ :Roll: A one-dimensional, standing wave.
+ :Rotation: Todo.
+ :Wave: A two-dimensional, standing wave.
+
It is not so easy to describe the resulting shapes, so have a look at the example below.
.. figure:: /images/physics_forces_force-fields_types_curve-guide_kink.jpg
Modified: trunk/blender_docs/manual/physics/forces/force_fields/types/texture.rst
===================================================================
--- trunk/blender_docs/manual/physics/forces/force_fields/types/texture.rst 2022-06-27 15:07:18 UTC (rev 9383)
+++ trunk/blender_docs/manual/physics/forces/force_fields/types/texture.rst 2022-06-27 16:02:21 UTC (rev 9384)
@@ -28,30 +28,32 @@
Texture Mode
This sets the way a force vector is derived from the texture.
- RGB
+ :Curl:
+ Calculates the force vector from the curl of the 3D-RGB texture (rotation of RGB vectors).
+ This also works only with a color texture. It can be used for example to create a nice looking
+ turbulence force with a color clouds texture with Perlin noise.
+ :Gradient:
+ Calculates the force vector as the 3D gradient of the intensity (grayscale) of the texture.
+ The gradient vector always points to the direction of increasing brightness.
+ :RGB:
Uses the color components directly as the force vector components in the color encoded directions.
You need an RGB texture for this, e.g. an image or a color ramp.
So a *Blend* texture without a color ramp would not suffice.
- Gradient
- Calculates the force vector as the 3D gradient of the intensity (grayscale) of the texture.
- The gradient vector always points to the direction of increasing brightness.
- Curl
- Calculates the force vector from the curl of the 3D-RGB texture (rotation of RGB vectors).
- This also works only with a color texture. It can be used for example to create a nice looking
- turbulence force with a color clouds texture with Perlin noise.
Nabla
It is the offset used to calculate the partial derivatives needed
for *Gradient* and *Curl* texture modes.
-Use Object Coordinates
+
+Use Coordinates
Uses the emitter object coordinates (and rotation & scale) as the texture space the particles use.
Allows for moving force fields, that have their coordinates bound to the location coordinates of an object.
+
Root Texture Coordinates
This is useful for hair as it uses the texture force calculated for
the particle root position for all parts of the hair strand.
+
2D
- The *2D* button disregards the particles Z coordinate
- and only uses particles X & Y as the texture coordinates.
+ Disregards the particles Z coordinate and only uses particles X & Y as the texture coordinates.
Remember that only procedural texture are truly 3D.
Modified: trunk/blender_docs/manual/physics/forces/force_fields/types/turbulence.rst
===================================================================
--- trunk/blender_docs/manual/physics/forces/force_fields/types/turbulence.rst 2022-06-27 15:07:18 UTC (rev 9383)
@@ Diff output truncated at 10240 characters. @@
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