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[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
[edit] internal links
(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
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.
- 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.
- 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:
- 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
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