UI: Add and improve more shader node descriptions
Pull Request: https://projects.blender.org/blender/blender/pulls/119169
This commit is contained in:
committed by
Brecht Van Lommel
parent
9d0f49c843
commit
0a1dd4be05
@@ -8,8 +8,14 @@ namespace blender::nodes::node_shader_background_cc {
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static void node_declare(NodeDeclarationBuilder &b)
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{
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b.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f});
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b.add_input<decl::Float>("Strength").default_value(1.0f).min(0.0f).max(1000000.0f);
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b.add_input<decl::Color>("Color")
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.default_value({0.8f, 0.8f, 0.8f, 1.0f})
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.description("Color of the emitted light");
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b.add_input<decl::Float>("Strength")
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.default_value(1.0f)
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.min(0.0f)
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.max(1000000.0f)
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.description("Strength of the emitted light");
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b.add_input<decl::Float>("Weight").unavailable();
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b.add_output<decl::Shader>("Background");
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}
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@@ -52,7 +52,7 @@ static void node_declare(NodeDeclarationBuilder &b)
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" (0.0 is a perfect mirror reflection, 1.0 is completely rough)");
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#define SOCK_ROUGHNESS_ID 2
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b.add_input<decl::Float>("IOR").default_value(1.5f).min(1.0f).max(1000.0f).description(
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"Index of refraction for specular reflection and transmission. "
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"Index of Refraction (IOR) for specular reflection and transmission. "
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"For most materials, the IOR is between 1.0 (vacuum and air) and 4.0 (germanium). "
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"The default value of 1.5 is a good approximation for glass");
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#define SOCK_IOR_ID 3
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@@ -106,7 +106,7 @@ static void node_declare(NodeDeclarationBuilder &b)
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.max(3.8f)
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.subtype(PROP_FACTOR)
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.short_label("IOR")
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.description("Index of refraction used for rays that enter the subsurface component");
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.description("Index of Refraction (IOR) used for rays that enter the subsurface component");
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#define SOCK_SUBSURFACE_IOR_ID 10
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sss.add_input<decl::Float>("Subsurface Anisotropy")
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.default_value(0.0f)
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@@ -115,9 +115,9 @@ static void node_declare(NodeDeclarationBuilder &b)
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.subtype(PROP_FACTOR)
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.short_label("Anisotropy")
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.description(
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"Directionanltiy of volume scattering within the subsurface medium. "
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"Directionality of volume scattering within the subsurface medium. "
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"Zero scatters uniformly in all directions, with higher values "
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"scattering more strongly forward. For example skin has been measured "
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"scattering more strongly forward. For example, skin has been measured "
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"to have an anisotropy of 0.8");
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#define SOCK_SUBSURFACE_ANISOTROPY_ID 11
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@@ -135,7 +135,7 @@ static void node_declare(NodeDeclarationBuilder &b)
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.subtype(PROP_FACTOR)
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.short_label("IOR Level")
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.description(
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"Adjustment to the IOR to increase or decrease specular intensity "
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"Adjustment to the Index of Refraction (IOR) to increase or decrease specular intensity "
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"(0.5 means no adjustment, 0 removes all reflections, 1 doubles them at normal "
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"incidence)");
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#define SOCK_SPECULAR_ID 12
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@@ -165,7 +165,7 @@ static void node_declare(NodeDeclarationBuilder &b)
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.description("Rotates the direction of anisotropy, with 1.0 going full circle");
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#define SOCK_ANISOTROPIC_ROTATION_ID 15
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spec.add_input<decl::Vector>("Tangent").hide_value().description(
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"Controls the tangent line for the Anisotropic layer");
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"Controls the tangent direction for anisotropy");
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#define SOCK_TANGENT_ID 16
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/* Panel for Transmission settings. */
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@@ -205,7 +205,7 @@ static void node_declare(NodeDeclarationBuilder &b)
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.max(4.0f)
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.short_label("IOR")
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.description(
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"The index of refraction of the coat layer "
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"The Index of Refraction (IOR) of the coat layer "
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"(affects its reflectivity as well as the falloff of coat tinting)");
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#define SOCK_COAT_IOR_ID 20
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coat.add_input<decl::Color>("Coat Tint")
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@@ -255,7 +255,7 @@ static void node_declare(NodeDeclarationBuilder &b)
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.max(1000000.0f)
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.short_label("Strength")
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.description(
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"Strength of the emitted light. A value of 1.0 will ensure "
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"Strength of the emitted light. A value of 1.0 ensures "
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"that the object in the image has the exact same color as the Emission Color");
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#define SOCK_EMISSION_STRENGTH_ID 27
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}
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@@ -21,8 +21,16 @@ static void node_declare(NodeDeclarationBuilder &b)
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.default_value(1.0f)
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.min(0.0f)
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.max(1.0f)
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.subtype(PROP_FACTOR);
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b.add_input<decl::Float>("Distance").default_value(1.0f).min(0.0f).max(1000.0f);
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.subtype(PROP_FACTOR)
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.description(
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"Strength of the bump mapping effect, interpolating between "
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"no bump mapping and full bump mapping");
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b.add_input<decl::Float>("Distance")
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.default_value(1.0f)
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.min(0.0f)
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.max(1000.0f)
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.description(
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"Multiplier for the height value to control the overall distance for bump mapping");
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b.add_input<decl::Float>("Height").default_value(1.0f).min(-1000.0f).max(1000.0f).hide_value();
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b.add_input<decl::Vector>("Normal").min(-1.0f).max(1.0f).hide_value();
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b.add_output<decl::Vector>("Normal");
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@@ -22,7 +22,14 @@ namespace blender::nodes::node_shader_color_ramp_cc {
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static void sh_node_valtorgb_declare(NodeDeclarationBuilder &b)
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{
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b.is_function_node();
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b.add_input<decl::Float>("Fac").default_value(0.5f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
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b.add_input<decl::Float>("Fac")
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.default_value(0.5f)
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.min(0.0f)
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.max(1.0f)
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.subtype(PROP_FACTOR)
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.description(
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"The value used to map onto the color gradient. 0.0 results in the leftmost color, "
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"while 1.0 results in the rightmost");
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b.add_output<decl::Color>("Color");
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b.add_output<decl::Float>("Alpha");
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}
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@@ -8,7 +8,14 @@ namespace blender::nodes::node_shader_mix_shader_cc {
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static void node_declare(NodeDeclarationBuilder &b)
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{
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b.add_input<decl::Float>("Fac").default_value(0.5f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
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b.add_input<decl::Float>("Fac")
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.default_value(0.5f)
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.min(0.0f)
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.max(1.0f)
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.subtype(PROP_FACTOR)
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.description(
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"Blend weight to use for mixing two shaders. "
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"At zero it uses the first shader entirely and at one the second shader");
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b.add_input<decl::Shader>("Shader");
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b.add_input<decl::Shader>("Shader", "Shader_001");
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b.add_output<decl::Shader>("Shader");
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@@ -28,23 +28,45 @@ static void sh_node_tex_noise_declare(NodeDeclarationBuilder &b)
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/* Default to 1 instead of 4, because it is much faster. */
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node_storage(node).dimensions = 1;
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});
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b.add_input<decl::Float>("Scale").min(-1000.0f).max(1000.0f).default_value(5.0f);
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b.add_input<decl::Float>("Detail").min(0.0f).max(15.0f).default_value(2.0f);
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b.add_input<decl::Float>("Scale").min(-1000.0f).max(1000.0f).default_value(5.0f).description(
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"Scale of the base noise octave");
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b.add_input<decl::Float>("Detail").min(0.0f).max(15.0f).default_value(2.0f).description(
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"The number of noise octaves. Higher values give more detailed noise but increase render "
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"time");
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b.add_input<decl::Float>("Roughness")
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.min(0.0f)
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.max(1.0f)
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.default_value(0.5f)
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.subtype(PROP_FACTOR);
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.subtype(PROP_FACTOR)
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.description(
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"Blend factor between an octave and its previous one. A value of zero corresponds to "
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"zero detail");
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b.add_input<decl::Float>("Lacunarity")
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.min(0.0f)
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.max(1000.0f)
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.default_value(2.0f)
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.description("The scale of a Perlin noise octave relative to that of the previous octave");
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b.add_input<decl::Float>("Offset").min(-1000.0f).max(1000.0f).default_value(0.0f).make_available(
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[](bNode &node) { node_storage(node).type = SHD_NOISE_RIDGED_MULTIFRACTAL; });
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b.add_input<decl::Float>("Gain").min(0.0f).max(1000.0f).default_value(1.0f).make_available(
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[](bNode &node) { node_storage(node).type = SHD_NOISE_RIDGED_MULTIFRACTAL; });
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b.add_input<decl::Float>("Distortion").min(-1000.0f).max(1000.0f).default_value(0.0f);
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.description(
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"The difference between the scale of each two consecutive octaves. Larger values "
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"corresponds to larger scale for higher octaves");
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b.add_input<decl::Float>("Offset")
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.min(-1000.0f)
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.max(1000.0f)
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.default_value(0.0f)
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.make_available([](bNode &node) { node_storage(node).type = SHD_NOISE_RIDGED_MULTIFRACTAL; })
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.description(
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"An added offset to each octave, determines the level where the highest octave will "
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"appear");
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b.add_input<decl::Float>("Gain")
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.min(0.0f)
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.max(1000.0f)
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.default_value(1.0f)
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.make_available([](bNode &node) { node_storage(node).type = SHD_NOISE_RIDGED_MULTIFRACTAL; })
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.description("An extra multiplier to tune the magnitude of octaves");
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b.add_input<decl::Float>("Distortion")
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.min(-1000.0f)
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.max(1000.0f)
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.default_value(0.0f)
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.description("Amount of distortion");
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b.add_output<decl::Float>("Fac").no_muted_links();
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b.add_output<decl::Color>("Color").no_muted_links();
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}
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