[Bf-docboard-svn] bf-manual: [9640] trunk/blender_docs/manual: Improve workbench documentation

Aaron Carlisle noreply at blender.org
Tue Oct 18 04:41:04 CEST 2022


Revision: 9640
          https://developer.blender.org/rBM9640
Author:   Blendify
Date:     2022-10-18 04:41:03 +0200 (Tue, 18 Oct 2022)
Log Message:
-----------
Improve workbench documentation

Make it more clear that shading nodes are not used.
Improve desciption of textured color mode
Duplicate documentation between render settings and viewport settings rather than linking

Fixes T98506

Modified Paths:
--------------
    trunk/blender_docs/manual/editors/3dview/display/shading.rst
    trunk/blender_docs/manual/physics/particles/mode.rst
    trunk/blender_docs/manual/render/workbench/color.rst
    trunk/blender_docs/manual/render/workbench/introduction.rst
    trunk/blender_docs/manual/render/workbench/lighting.rst
    trunk/blender_docs/manual/render/workbench/options.rst

Modified: trunk/blender_docs/manual/editors/3dview/display/shading.rst
===================================================================
--- trunk/blender_docs/manual/editors/3dview/display/shading.rst	2022-10-18 01:54:16 UTC (rev 9639)
+++ trunk/blender_docs/manual/editors/3dview/display/shading.rst	2022-10-18 02:41:03 UTC (rev 9640)
@@ -22,6 +22,7 @@
 Pressing :kbd:`Z` opens a pie menu for changing the shading mode.
 Pressing :kbd:`Shift-Z` switches between the current shading mode and Wireframe.
 
+
 .. _3dview-shading-rendered:
 
 Wireframe
@@ -67,32 +68,126 @@
 Solid
 =====
 
-This mode utilizes the Workbench engine to render the 3D Viewport.
-It shows solid geometry rather than just wireframes,
-but is still highly simplified as it doesn't show materials
-or scene lighting.
+This mode utilizes the :doc:`Workbench Render Engine </render/workbench/introduction>` to render the 3D Viewport.
+It shows solid geometry but uses simplified shading and lighting without the use of shader nodes.
+Solid mode is good for modeling and sculpting, and is really useful with the multitude of
+options to emphasize certain geometric features.
 
 Lighting
-   See :doc:`Workbench Lighting </render/workbench/lighting>`.
+   How lights are computed.
 
+   :Flat:
+      Do not calculate any lighting. The base color of the scene will be rendered.
+   :Studio:
+      Use studio lights to light the objects.
+      The studio lights can be :ref:`configured in the preferences <prefs-lights-studio>`.
+      Studio lights can follow the camera or be fixed. When fixed the angle of the lights can be adjusted.
+
+      World Space Lighting
+         Uses world space lighting so lights do not follow the view camera.
+      Rotation
+         The rotation of the studio lights on the Z axis.
+   :MatCap:
+      Use a material capture to light the objects in the scene.
+      MatCaps can be flipped horizontally by clicking the Flip MatCap button.
+
+      Custom MatCaps can be :ref:`loaded in the preferences <prefs-lights-matcaps>`.
+
 Color
-   See :doc:`Workbench Color </render/workbench/color>`.
+   The source to compute the color for objects in the viewport.
 
+   :Material:
+      Use the color that can be set per material
+      in the Viewport Display :ref:`properties-material-viewport-display` panel.
+   :Object:
+      Use the color that can be set per object
+      in the Viewport Display :ref:`properties-object-viewport-display` panel.
+   :Attribute:
+      Display the active Color Attribute of an object. When an object has
+      no active Color Attribute it will be rendered in the color set
+      in the Viewport Display :ref:`properties-object-viewport-display` panel.
+   :Single:
+      Render the whole scene using a single color. The color can be chosen.
+   :Random:
+      A random color will be selected for every object in the scene.
+   :Texture:
+      Display the active texture using the active UV mapping coordinates.
+      When an object has no active texture the object will be rendered with the settings
+      in the Viewport Display :ref:`properties-material-viewport-display` panel.
+
 Background
    How the background is displayed in the 3D Viewport.
 
-   Theme
+   :Theme:
       Use the background of the theme. This can be configured in the
       :doc:`Themes Preferences </editors/preferences/themes>`
       under :menuselection:`3D Viewport --> Theme Space --> Gradient Colors`.
-   World
+   :World:
       Use the color from the :doc:`World </render/lights/world>`'s Viewport Display options.
-   Viewport
+   :Viewport:
       Select a custom color for the background of the 3D Viewport.
 
+
 Options
-   See :doc:`Workbench Options </render/workbench/options>`.
+-------
 
+Backface Culling
+   Use backface culling to hide backsides of faces.
+
+X-Ray
+   Render the scene transparent. With the slider you can control how
+   transparent the scene should appear.
+
+Shadow
+   Renders a sharp shadow in the scene.
+
+   Darkness
+      Defines how dark the shadow should be rendered. This slider can be adjusted
+      between 0 (shadow not visible) and 1 (shadow is black).
+
+   Light Direction
+      Controls the direction of the light source that casts the shadows.
+
+   Shadow Shift
+      Controls the Shadow termination angle. It can be used to limit self shadowing artifacts.
+
+   Shadow Focus
+      Controls the falloff near the edge of the shadow.
+
+Cavity
+   Highlight ridges and valleys in the scene geometry.
+
+   Type
+      Method how to calculate the cavity.
+
+      :World: More precise but is slower to calculate.
+      :Screen: Fast but does not take the size of the ridges and valleys into account.
+      :Both: Both will use both methods.
+
+   Ridge
+      Control the visibility of ridges.
+
+   Valley
+      Control the visibility of valleys.
+
+Depth of Field
+   Use the Depth of Field settings of the active camera in the viewport.
+   Only visible when looking through the camera.
+
+   The settings are located on :menuselection:`Properties --> Camera --> Depth of Field` panel.
+
+Outline
+   Render the outline of objects in the viewport. The color of the outline can be adjusted.
+
+Specular Highlighting
+   Render specular highlights.
+
+   .. note::
+
+      Only available when Lighting is set to *Studio* lighting or when a MatCap
+      has been selected that contains a specular pass.
+
+
 .. _3dview-material-preview:
 
 Material Preview

Modified: trunk/blender_docs/manual/physics/particles/mode.rst
===================================================================
--- trunk/blender_docs/manual/physics/particles/mode.rst	2022-10-18 01:54:16 UTC (rev 9639)
+++ trunk/blender_docs/manual/physics/particles/mode.rst	2022-10-18 02:41:03 UTC (rev 9640)
@@ -5,12 +5,9 @@
 ******************
 
 Using *Particle Edit Mode* you can edit the keyed points (keyframes)
-and paths of *Baked*
-:doc:`Hair </physics/particles/hair/index>`,
-:doc:`Particle </physics/particles/index>`,
-:doc:`Cloth </physics/cloth/index>`, and
-:doc:`Soft Body </physics/soft_body/index>` simulations.
-(You can also edit and style hair before baking.)
+and paths of :doc:`Hair </physics/particles/hair/index>`,
+:doc:`Particle </physics/particles/index>`, :doc:`Cloth </physics/cloth/index>`, and
+:doc:`Soft Body </physics/soft_body/index>` simulations. (You can also edit and style hair before baking.)
 
 Since working in Particle Edit Mode is pretty easy and very similar
 to working with vertices in the 3D Viewport, we will show how to set up

Modified: trunk/blender_docs/manual/render/workbench/color.rst
===================================================================
--- trunk/blender_docs/manual/render/workbench/color.rst	2022-10-18 01:54:16 UTC (rev 9639)
+++ trunk/blender_docs/manual/render/workbench/color.rst	2022-10-18 02:41:03 UTC (rev 9640)
@@ -1,3 +1,4 @@
+.. _bpy.types.View3DShading.color_type:
 
 *****
 Color
@@ -9,26 +10,21 @@
 
    :Panel:     :menuselection:`Render --> Color`
 
-Material
+:Material:
    Use the color that can be set per material
    in the Viewport Display :ref:`properties-material-viewport-display` panel.
-
-Object
+:Object:
    Use the color that can be set per object
    in the Viewport Display :ref:`properties-object-viewport-display` panel.
-
-Attribute
+:Attribute:
    Display the active Color Attribute of an object. When an object has
    no active Color Attribute it will be rendered in the color set
    in the Viewport Display :ref:`properties-object-viewport-display` panel.
-
-Single
+:Single:
    Render the whole scene using a single color. The color can be chosen.
-
-Random
+:Random:
    A random color will be selected for every object in the scene.
-
-Texture
-   Display the active texture. When an object has no active texture
-   the object will be rendered with the settings
+:Texture:
+   Display the active texture using the active UV mapping coordinates.
+   When an object has no active texture the object will be rendered with the settings
    in the Viewport Display :ref:`properties-material-viewport-display` panel.

Modified: trunk/blender_docs/manual/render/workbench/introduction.rst
===================================================================
--- trunk/blender_docs/manual/render/workbench/introduction.rst	2022-10-18 01:54:16 UTC (rev 9639)
+++ trunk/blender_docs/manual/render/workbench/introduction.rst	2022-10-18 02:41:03 UTC (rev 9640)
@@ -13,7 +13,9 @@
    the Workbench render engine can be selected as the *Render Engine* in the Render properties.
 
 By default the 3D Viewport uses Workbench to shade and light objects.
-Shading settings can be tweaked in the 3D Viewport's :doc:`Shading popover </editors/3dview/display/shading>`.
+Unlike other render engines such as Eevee or Cycles, the Workbench engine does not use shader nodes.
+Instead, shading settings can be tweaked in the 3D Viewport's :doc:`Shading popover </editors/3dview/display/shading>`
+or the render properties when doing final renders.
 
 Workbench supports assigning random colors to objects to make each visually distinct.
 Other coloring mechanisms also exist, including; materials, Color Attributes, and textures.

Modified: trunk/blender_docs/manual/render/workbench/lighting.rst
===================================================================
--- trunk/blender_docs/manual/render/workbench/lighting.rst	2022-10-18 01:54:16 UTC (rev 9639)
+++ trunk/blender_docs/manual/render/workbench/lighting.rst	2022-10-18 02:41:03 UTC (rev 9640)
@@ -10,10 +10,11 @@
 
    :Panel:     :menuselection:`Properties --> Render --> Lighting`
 
-Flat
+.. _bpy.types.View3DShading.light:
+
+:Flat:
    Do not calculate any lighting. The base color of the scene will be rendered.
-
-Studio
+:Studio:
    Use studio lights to light the objects.
    The studio lights can be :ref:`configured in the preferences <prefs-lights-studio>`.
    Studio lights can follow the camera or be fixed. When fixed the angle of the lights can be adjusted.
@@ -25,9 +26,8 @@
 
 .. _render-workbench-matcap:
 
-MatCap
+:MatCap:
    Use a material capture to light the objects in the scene.
+   MatCaps can be flipped horizontally by clicking the Flip MatCap button.
 
    Custom MatCaps can be :ref:`loaded in the preferences <prefs-lights-matcaps>`.
-
-   MatCaps can be flipped horizontally by clicking the Flip MatCap button.

Modified: trunk/blender_docs/manual/render/workbench/options.rst
===================================================================

@@ Diff output truncated at 10240 characters. @@


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