From BlenderWiki

Jump to: navigation, search

[edit] sub-dpl

{{#dpl: |linksfrom={{{1|{{PAGENAME}}}}} |redirects = only |format = == Redirects==,\n*%PAGE% → ²{Page/LinksFrom¦%PAGE%}² }} see Template:Page/Redirects


84534

The player will show in this paragraph



[edit] Images with link

[edit] external links

projection painting

[edit] internal links

projection painting

(the new option "link" can't be used with "frame" or "thumb")


[edit] Youtube playlists

The player will show in this paragraph

(playlist from http://www.youtube.com/view_play_list?p=D22C6F9BE610FEEB)


[edit] general tests

http://wiki.blender.org/uploads/f/f9/Inprogress0.jpg

http://www.google.com/intl/en/images/logo.gif

mindrones








pi:3.14159265359
ceiling:2
floor:1
floor :2



in progress 14%
 

in progress 14%
 
in progress 25%
 
in progress 100%
 



50
25
25

[edit] Copy from terry's page


Changing the Dist: field value when using a Spotlight also changes the appearance of the Spotlight as displayed in the 3D Viewport.
Spotlight with Dist value of 20
Spotlight with Dist value of 10



  • Energy (0.0 - 10.0)
The Intensity of the light sources illumination.


  • Color
The color of the light sources illumination.


  • Sphere
The Sphere option restricts the lamp's illumination range so that it will instantly stop illuminating past an area once it reaches the number of Blender Units away from itself, as specified in the Dist: field.
An imaginary Sphere (with a radius of the Dist: field) is placed around the light source and it's light is blocked from passing through the Sphere walls. So the Dist: field now basically means that any light that is further away form its light source than the value in the Dist: field will be Attenuated to 0 after this point, and won't naturally attenuate but instantly stop.
Screenshot showing the light Attenuation of a Constant Falloff light type with the Sphere option active.
Screenshot showing the light Attenuation of a Constant Falloff light type with the Sphere option Deactivated.
When the Sphere option is active, a dotted Sphere will appear around the light source, indicating the demarcation point at which this lights propagation will cease, example below:
Screenshot of the 3D view window, showing the Sphere light clipping circle.


  • Lamp Falloff
The Lamp Falloff field has been improved in Blender 2.46 so the layout of the Lamp panel is different in a number of ways. One of the changes is the Lamp Falloff drop down menu. The Lamp Falloff types are listed and described below:


  • Layer
Only objects that are on the same layer as the light are lit by the light.


  • Negative
The light takes away light from the surface, subtracting light and making the surface darker, not lighter.


  • No Diffuse
The light does not brighten the color of the surface.


  • No Specular
The light does not cause a shine on the surface, and is not used in calculating the Material Specular color or highlights on the surface.



[edit] Links

User:Mindrones Doc:Manual Doc:Manual/Modelling


[edit] Internal links in this page

Manual page: Doc:Manual
Manual page: Doc:Manual/Modelling
Manual page: Doc:Manual/Textures/UV/Painting the Texture/Projection Paint
Page: Template:Page/Redirects
Page: User:Mindrones 
Previous: [[{{{1}}}]] Manual index Next: [[{{{2}}}]]

width="100%" border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; border: 1px #aaa solid; border-collapse: collapse;"

Previous: Doc:Manual Contents Next: Doc:Manual