UI: Add and improve more shader node descriptions

Pull Request: https://projects.blender.org/blender/blender/pulls/119169
This commit is contained in:
Bartosz Kosiorek
2024-03-11 13:19:17 +01:00
committed by Brecht Van Lommel
parent 9d0f49c843
commit 0a1dd4be05
6 changed files with 73 additions and 23 deletions

View File

@@ -8,8 +8,14 @@ namespace blender::nodes::node_shader_background_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Color>("Color").default_value({0.8f, 0.8f, 0.8f, 1.0f});
b.add_input<decl::Float>("Strength").default_value(1.0f).min(0.0f).max(1000000.0f);
b.add_input<decl::Color>("Color")
.default_value({0.8f, 0.8f, 0.8f, 1.0f})
.description("Color of the emitted light");
b.add_input<decl::Float>("Strength")
.default_value(1.0f)
.min(0.0f)
.max(1000000.0f)
.description("Strength of the emitted light");
b.add_input<decl::Float>("Weight").unavailable();
b.add_output<decl::Shader>("Background");
}

View File

@@ -52,7 +52,7 @@ static void node_declare(NodeDeclarationBuilder &b)
" (0.0 is a perfect mirror reflection, 1.0 is completely rough)");
#define SOCK_ROUGHNESS_ID 2
b.add_input<decl::Float>("IOR").default_value(1.5f).min(1.0f).max(1000.0f).description(
"Index of refraction for specular reflection and transmission. "
"Index of Refraction (IOR) for specular reflection and transmission. "
"For most materials, the IOR is between 1.0 (vacuum and air) and 4.0 (germanium). "
"The default value of 1.5 is a good approximation for glass");
#define SOCK_IOR_ID 3
@@ -106,7 +106,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.max(3.8f)
.subtype(PROP_FACTOR)
.short_label("IOR")
.description("Index of refraction used for rays that enter the subsurface component");
.description("Index of Refraction (IOR) used for rays that enter the subsurface component");
#define SOCK_SUBSURFACE_IOR_ID 10
sss.add_input<decl::Float>("Subsurface Anisotropy")
.default_value(0.0f)
@@ -115,9 +115,9 @@ static void node_declare(NodeDeclarationBuilder &b)
.subtype(PROP_FACTOR)
.short_label("Anisotropy")
.description(
"Directionanltiy of volume scattering within the subsurface medium. "
"Directionality of volume scattering within the subsurface medium. "
"Zero scatters uniformly in all directions, with higher values "
"scattering more strongly forward. For example skin has been measured "
"scattering more strongly forward. For example, skin has been measured "
"to have an anisotropy of 0.8");
#define SOCK_SUBSURFACE_ANISOTROPY_ID 11
@@ -135,7 +135,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.subtype(PROP_FACTOR)
.short_label("IOR Level")
.description(
"Adjustment to the IOR to increase or decrease specular intensity "
"Adjustment to the Index of Refraction (IOR) to increase or decrease specular intensity "
"(0.5 means no adjustment, 0 removes all reflections, 1 doubles them at normal "
"incidence)");
#define SOCK_SPECULAR_ID 12
@@ -165,7 +165,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.description("Rotates the direction of anisotropy, with 1.0 going full circle");
#define SOCK_ANISOTROPIC_ROTATION_ID 15
spec.add_input<decl::Vector>("Tangent").hide_value().description(
"Controls the tangent line for the Anisotropic layer");
"Controls the tangent direction for anisotropy");
#define SOCK_TANGENT_ID 16
/* Panel for Transmission settings. */
@@ -205,7 +205,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.max(4.0f)
.short_label("IOR")
.description(
"The index of refraction of the coat layer "
"The Index of Refraction (IOR) of the coat layer "
"(affects its reflectivity as well as the falloff of coat tinting)");
#define SOCK_COAT_IOR_ID 20
coat.add_input<decl::Color>("Coat Tint")
@@ -255,7 +255,7 @@ static void node_declare(NodeDeclarationBuilder &b)
.max(1000000.0f)
.short_label("Strength")
.description(
"Strength of the emitted light. A value of 1.0 will ensure "
"Strength of the emitted light. A value of 1.0 ensures "
"that the object in the image has the exact same color as the Emission Color");
#define SOCK_EMISSION_STRENGTH_ID 27
}

View File

@@ -21,8 +21,16 @@ static void node_declare(NodeDeclarationBuilder &b)
.default_value(1.0f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR);
b.add_input<decl::Float>("Distance").default_value(1.0f).min(0.0f).max(1000.0f);
.subtype(PROP_FACTOR)
.description(
"Strength of the bump mapping effect, interpolating between "
"no bump mapping and full bump mapping");
b.add_input<decl::Float>("Distance")
.default_value(1.0f)
.min(0.0f)
.max(1000.0f)
.description(
"Multiplier for the height value to control the overall distance for bump mapping");
b.add_input<decl::Float>("Height").default_value(1.0f).min(-1000.0f).max(1000.0f).hide_value();
b.add_input<decl::Vector>("Normal").min(-1.0f).max(1.0f).hide_value();
b.add_output<decl::Vector>("Normal");

View File

@@ -22,7 +22,14 @@ namespace blender::nodes::node_shader_color_ramp_cc {
static void sh_node_valtorgb_declare(NodeDeclarationBuilder &b)
{
b.is_function_node();
b.add_input<decl::Float>("Fac").default_value(0.5f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
b.add_input<decl::Float>("Fac")
.default_value(0.5f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR)
.description(
"The value used to map onto the color gradient. 0.0 results in the leftmost color, "
"while 1.0 results in the rightmost");
b.add_output<decl::Color>("Color");
b.add_output<decl::Float>("Alpha");
}

View File

@@ -8,7 +8,14 @@ namespace blender::nodes::node_shader_mix_shader_cc {
static void node_declare(NodeDeclarationBuilder &b)
{
b.add_input<decl::Float>("Fac").default_value(0.5f).min(0.0f).max(1.0f).subtype(PROP_FACTOR);
b.add_input<decl::Float>("Fac")
.default_value(0.5f)
.min(0.0f)
.max(1.0f)
.subtype(PROP_FACTOR)
.description(
"Blend weight to use for mixing two shaders. "
"At zero it uses the first shader entirely and at one the second shader");
b.add_input<decl::Shader>("Shader");
b.add_input<decl::Shader>("Shader", "Shader_001");
b.add_output<decl::Shader>("Shader");

View File

@@ -28,23 +28,45 @@ static void sh_node_tex_noise_declare(NodeDeclarationBuilder &b)
/* Default to 1 instead of 4, because it is much faster. */
node_storage(node).dimensions = 1;
});
b.add_input<decl::Float>("Scale").min(-1000.0f).max(1000.0f).default_value(5.0f);
b.add_input<decl::Float>("Detail").min(0.0f).max(15.0f).default_value(2.0f);
b.add_input<decl::Float>("Scale").min(-1000.0f).max(1000.0f).default_value(5.0f).description(
"Scale of the base noise octave");
b.add_input<decl::Float>("Detail").min(0.0f).max(15.0f).default_value(2.0f).description(
"The number of noise octaves. Higher values give more detailed noise but increase render "
"time");
b.add_input<decl::Float>("Roughness")
.min(0.0f)
.max(1.0f)
.default_value(0.5f)
.subtype(PROP_FACTOR);
.subtype(PROP_FACTOR)
.description(
"Blend factor between an octave and its previous one. A value of zero corresponds to "
"zero detail");
b.add_input<decl::Float>("Lacunarity")
.min(0.0f)
.max(1000.0f)
.default_value(2.0f)
.description("The scale of a Perlin noise octave relative to that of the previous octave");
b.add_input<decl::Float>("Offset").min(-1000.0f).max(1000.0f).default_value(0.0f).make_available(
[](bNode &node) { node_storage(node).type = SHD_NOISE_RIDGED_MULTIFRACTAL; });
b.add_input<decl::Float>("Gain").min(0.0f).max(1000.0f).default_value(1.0f).make_available(
[](bNode &node) { node_storage(node).type = SHD_NOISE_RIDGED_MULTIFRACTAL; });
b.add_input<decl::Float>("Distortion").min(-1000.0f).max(1000.0f).default_value(0.0f);
.description(
"The difference between the scale of each two consecutive octaves. Larger values "
"corresponds to larger scale for higher octaves");
b.add_input<decl::Float>("Offset")
.min(-1000.0f)
.max(1000.0f)
.default_value(0.0f)
.make_available([](bNode &node) { node_storage(node).type = SHD_NOISE_RIDGED_MULTIFRACTAL; })
.description(
"An added offset to each octave, determines the level where the highest octave will "
"appear");
b.add_input<decl::Float>("Gain")
.min(0.0f)
.max(1000.0f)
.default_value(1.0f)
.make_available([](bNode &node) { node_storage(node).type = SHD_NOISE_RIDGED_MULTIFRACTAL; })
.description("An extra multiplier to tune the magnitude of octaves");
b.add_input<decl::Float>("Distortion")
.min(-1000.0f)
.max(1000.0f)
.default_value(0.0f)
.description("Amount of distortion");
b.add_output<decl::Float>("Fac").no_muted_links();
b.add_output<decl::Color>("Color").no_muted_links();
}