[Bf-docboard-svn] bf-manual: [9655] trunk/blender_docs/manual/render: Cleanup: Grammar fixes

Aaron Carlisle noreply at blender.org
Mon Oct 24 01:51:14 CEST 2022


Revision: 9655
          https://developer.blender.org/rBM9655
Author:   Blendify
Date:     2022-10-24 01:51:14 +0200 (Mon, 24 Oct 2022)
Log Message:
-----------
Cleanup: Grammar fixes

Modified Paths:
--------------
    trunk/blender_docs/manual/render/eevee/materials/nodes_support.rst
    trunk/blender_docs/manual/render/shader_nodes/input/light_path.rst

Modified: trunk/blender_docs/manual/render/eevee/materials/nodes_support.rst
===================================================================
--- trunk/blender_docs/manual/render/eevee/materials/nodes_support.rst	2022-10-23 23:42:33 UTC (rev 9654)
+++ trunk/blender_docs/manual/render/eevee/materials/nodes_support.rst	2022-10-23 23:51:14 UTC (rev 9655)
@@ -145,13 +145,13 @@
 
 Light Path
    Eevee has no real concept of rays. But in order to ease the workflow between Cycles and Eevee
-   some of the outputs are supported in particular cases.
+   some of the outputs are only supported in particular cases.
    This node makes it possible to tweak indirect lighting in the shader.
 
-   Only a subset of the outputs is supported and the ray depth does not exactly have the same meaning.
-   In order for *Is Camera*, *Is Shadow*, *Is Diffuse*, and *Is Glossy* outputs to work the object
-   must be inside an :doc:`Irradiance Volume </render/eevee/light_probes/irradiance_volumes>`
-   and bake :doc:`/render/eevee/render_settings/indirect_lighting`.
+   Only a subset of the outputs are supported and the ray depth does not exactly have the same meaning.
+   In order for the *Is Camera*, *Is Shadow*, *Is Diffuse*, and *Is Glossy* outputs to work,
+   the object must be inside an :doc:`Irradiance Volume </render/eevee/light_probes/irradiance_volumes>`
+   and :doc:`/render/eevee/render_settings/indirect_lighting` must be baked.
 
    - *Is Camera*: Supported.
    - *Is Shadow*: Supported.

Modified: trunk/blender_docs/manual/render/shader_nodes/input/light_path.rst
===================================================================
--- trunk/blender_docs/manual/render/shader_nodes/input/light_path.rst	2022-10-23 23:42:33 UTC (rev 9654)
+++ trunk/blender_docs/manual/render/shader_nodes/input/light_path.rst	2022-10-23 23:51:14 UTC (rev 9655)
@@ -67,13 +67,13 @@
 =============
 
 Eevee has no real concept of rays. But in order to ease the workflow between Cycles and Eevee
-some of the outputs are supported in particular cases.
+some of the outputs are only supported in particular cases.
 This node makes it possible to tweak indirect lighting in the shader.
 
-Only a subset of the outputs is supported and the ray depth does not exactly have the same meaning.
-In order for *Is Camera*, *Is Shadow*, *Is Diffuse*, and *Is Glossy* outputs to work the object
-must be inside an :doc:`Irradiance Volume </render/eevee/light_probes/irradiance_volumes>`
-and bake :doc:`/render/eevee/render_settings/indirect_lighting`.
+Only a subset of the outputs are supported and the ray depth does not exactly have the same meaning.
+In order for the *Is Camera*, *Is Shadow*, *Is Diffuse*, and *Is Glossy* outputs to work,
+the object must be inside an :doc:`Irradiance Volume </render/eevee/light_probes/irradiance_volumes>`
+and :doc:`/render/eevee/render_settings/indirect_lighting` must be baked.
 
 - *Is Camera*: Supported.
 - *Is Shadow*: Supported.



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