Documentation update

This commit is contained in:
RodZill4 2019-11-18 08:47:31 +01:00
parent 41622c8e34
commit 1db87750fb
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@ -1,26 +1,24 @@
Noise node
~~~~~~~~~~
The Noise node outputs a randomly generated black and white texture.
The **Noise** node outputs a randomly generated black and white texture.
.. image:: images/node_noise.png
Inputs
++++++
The Noise node does not accept any input.
The **Noise** node does not accept any input.
Outputs
+++++++
The Noise node provides a black and white noise texture.
.. image:: images/noise.png
The **Noise** node provides a black and white noise texture.
Parameters
++++++++++
The Noise node accepts the following parameters:
The **Noise** node accepts the following parameters:
* *Grid size* is the number of rows and columns in the texture.
@ -34,3 +32,9 @@ will modify the texture, and the outputs will remain the same if its position an
are not changed.
Although this node has a grid size, it generates a resolution independant texture.
Example images
++++++++++++++
.. image:: images/node_noise_samples.png
:align: center

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@ -0,0 +1,40 @@
Color Noise node
~~~~~~~~~~~~~~~~
The **Color Noise** node outputs a randomly generated black and white texture.
.. image:: images/node_color_noise.png
Inputs
++++++
The **Color Noise** node does not accept any input.
Outputs
+++++++
The **Color Noise** node provides a black and white noise texture.
Parameters
++++++++++
The **Color Noise** node accepts the following parameters:
* *Grid size* is the number of rows and columns in the texture.
* *Density* is the likelihood for each cell to be white.
Notes
+++++
As with all random nodes, the seed is held by the node's position, so moving the node in the graph
will modify the texture, and the outputs will remain the same if its position and parameters
are not changed.
Although this node has a grid size, it generates a resolution independant texture.
Example images
++++++++++++++
.. image:: images/node_color_noise_samples.png
:align: center

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@ -1,19 +1,19 @@
Voronoi noise node
~~~~~~~~~~~~~~~~~~
The Voronoi noise node outputs Voronoi noise textures.
The **Voronoi** noise node outputs Voronoi noise textures.
.. image:: images/node_voronoi.png
Inputs
++++++
The Voronoi noise node does not accept any input.
The **Voronoi** noise node does not accept any input.
Outputs
+++++++
The Voronoi noise node provides three outputs:
The **Voronoi** noise node provides three outputs:
* a greyscale Voronoi noise texture that shows the distance to the feature points.
@ -21,12 +21,10 @@ The Voronoi noise node provides three outputs:
* a color Voronoi partition.
.. image:: images/voronoi.png
Parameters
++++++++++
The Voronoi noise node accepts the following parameters:
The **Voronoi** noise node accepts the following parameters:
* *Scale X* and *Scale Y* define the number of feature points that define the noise
@ -38,3 +36,9 @@ Notes
As with all random nodes, the seed is held by the node's position, so moving the node in the graph
will modify the texture, and the outputs will remain the same if its position and parameters
are not changed.
Example images
++++++++++++++
.. image:: images/node_voronoi_samples.png
:align: center

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@ -1,49 +1,51 @@
Bricks node
~~~~~~~~~~~
The bricks node outputs two related bricks pattern textures.
The **Bricks** node outputs 4 related bricks pattern textures that can be used for walls
or pavement.
.. image:: images/node_bricks.png
Inputs
++++++
The bricks node does not accept any input.
The **Bricks** node does not accept any input.
Outputs
+++++++
The bricks node provides the following textures:
The **Bricks** node provides the following textures:
* The first one is a greyscale image where bricks are shown in white and mortar in black.
* The second one is a color image where all bricks are drawn using a random uniform color.
Both images can be used together to create complex materials that show for example bricks
of different colors.
* The 3rd and 4th textures are greyscale images of the X and Y position of the center of
each brick.
.. image:: images/bricks.png
Those images can be used together to create complex materials that show for example bricks
of different colors.
Parameters
++++++++++
The Bricks node accepts the following parameters:
The **Bricks** node accepts the following parameters:
* the "Pattern" parameter defines the bricks pattern that will be generated.
* the *Pattern* parameter defines the bricks pattern that will be generated.
* the "Repeat" parameter defines the number of patterns on the horizontal and vertical
* the *Repeat* parameter defines the number of patterns on the horizontal and vertical
axes of the texture.
* the "Rows" parameter defines the number of brick rows in a single pattern of the texture.
* the *Rows* parameter defines the number of brick rows in a single pattern of the texture.
* the "Columns" parameter defines the number of brick rows in a single pattern of the texture.
* the *Columns* parameter defines the number of brick rows in a single pattern of the texture.
* the "Offset" parameter defines the offset of odd rows of the pattern. This parameter
only applies to the "Running bond" patterns.
* the *Offset* parameter defines the offset of odd rows of the pattern. This parameter
only applies to the *Running bond* patterns.
* the "Mortar" parameter defines the relative thickness of mortar in patterns.
* the *Mortar* parameter defines the relative thickness of mortar in patterns.
* the "Bevel" parameter defines the relative thickness of brick bevel in patterns.
* the *Bevel* parameter defines the relative thickness of brick bevel in patterns.
Notes
+++++
@ -51,3 +53,9 @@ Notes
As with all random nodes, the seed is held by the node's position, so moving the node in the graph
will modify the texture, and the outputs will remain the same if its position and parameters
are not changed.
Example images
++++++++++++++
.. image:: images/node_bricks_samples.png
:align: center

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@ -0,0 +1,29 @@
Fibers node
~~~~~~~~~~~
The **Fibers** node outputs a fibers pattern, that can be used for cloth.
.. image:: images/node_fibers.png
Inputs
++++++
The **Fibers** node does not accept any input.
Outputs
+++++++
The **Fibers** node generates a single greyscale output texture.
Parameters
++++++++++
The **Fibers** node accepts the following parameters:
* the *Repeat* parameter defines the number of patterns in the output texture.
Example images
++++++++++++++
.. image:: images/node_fibers_samples.png
:align: center

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@ -1,24 +1,23 @@
Pattern node
~~~~~~~~~~~~
The Pattern node outputs a pattern texture generated from common waveform shapes.
The **Pattern** node outputs a pattern texture generated from common waveform shapes.
.. image:: images/node_pattern.png
Inputs
++++++
The Pattern node does not accept any input.
The **Pattern** node does not accept any input.
Outputs
+++++++
The Pattern node provides a greyscale texture obtained by mixing a horizontal and a vertical pattern.
The **Pattern** node provides a greyscale texture obtained by mixing a horizontal and
a vertical pattern.
Many different patterns can be created using this node, do not hesitate to experiment.
.. image:: images/pattern.png
Parameters
++++++++++
@ -36,7 +35,15 @@ The Pattern node accepts the following parameters:
* Sawtooth: the value follows a sawtooth waveform (changes linearly from 0 to 1, then jumps back to 0)
* constant: the value is 1
* Constant: the value is 1
* Bounce: the value follows a half-circle waveform
* the *Combiner* parameter is the function used to combine the *X* and *Y* patterns. The available
functions are *multiply*, *add*, *max*, *min*, *xor* and *pow*
Example images
++++++++++++++
.. image:: images/node_pattern_samples.png
:align: center

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@ -0,0 +1,31 @@
Runes node
~~~~~~~~~~
The **Runes** node outputs a runes pattern.
It is based on code written by Otavio Good (https://www.shadertoy.com/view/MsXSRn).
.. image:: images/node_runes.png
Inputs
++++++
The **Runes** node does not accept any input.
Outputs
+++++++
The **Runes** generates a single greyscale output texture.
Parameters
++++++++++
The **Runes** node accepts the following parameters:
* the *Size X* and *Size Y* parameters define the number of patterns in the output texture.
Example images
++++++++++++++
.. image:: images/node_runes_samples.png
:align: center

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@ -0,0 +1,45 @@
Scratches node
~~~~~~~~~~~~~~
The **Scratches** node outputs a fibers pattern, that can be used for
scratches on any material or messy fibers.
It is inspired from a the *Fuzzy scratches* shadertoy from
Daedalus (https://www.shadertoy.com/view/4syXRD).
.. image:: images/node_scratches.png
Inputs
++++++
The **Scratches** node does not accept any input.
Outputs
+++++++
The **Scratches** node generates a single greyscale output texture.
Parameters
++++++++++
The **Scratches** node accepts the following parameters:
* the *Length* parameter defines the length of a fiber in the output texture. The number of
scratches grows exponentially with the inverse of this length.
* the *Width* parameter defines the width of each fiber.
* *Layers* is the number of layers of the effect. The number of scratches grows
linearly with the number of layers.
* *Waviness* can be tweaked to draw straight or curved scratches.
* *Angle* is the average angle of the scratches.
* *Randomness* is applied to the scratches angles.
Example images
++++++++++++++
.. image:: images/node_scratches_samples.png
:align: center

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@ -0,0 +1,40 @@
Truchet node
~~~~~~~~~~~~
The **Truchet** node outputs a truchet pattern.
.. image:: images/node_truchet.png
Inputs
++++++
The **Truchet** node does not accept any input.
Outputs
+++++++
The **Truchet** generates a single greyscale output texture.
Parameters
++++++++++
The **Truchet** node accepts the following parameters:
* the *Shape* parameter (line or circle) defines the edges of the truchet pattern.
* the *Size* parameter is the number of patterns (on both axes) in the generated image.
Notes
+++++
As with all random nodes, the seed is held by the node's position, so moving the node in the graph
will modify the texture, and the outputs will remain the same if its position and parameters
are not changed.
Example images
++++++++++++++
Both bottom samples show a truchet pattern filtered using a colorize node.
.. image:: images/node_truchet_samples.png
:align: center

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@ -0,0 +1,31 @@
Weave node
~~~~~~~~~~
The **Weave** node outputs a weave pattern, that can be used for cloth.
.. image:: images/node_weave.png
Inputs
++++++
The **Weave** node does not accept any input.
Outputs
+++++++
The **Weave** generates a single greyscale output texture.
Parameters
++++++++++
The **Weave** node accepts the following parameters:
* the *Size X* and *Size Y* parameters define the number of patterns that will be generated.
* the *Width* parameter is the width of stiches.
Example images
++++++++++++++
.. image:: images/node_weave_samples.png
:align: center

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@ -75,7 +75,7 @@ Modifying nodes
Most nodes in Material Maker can be modified, but they first have to be made editable.
To do this, select a node, and use the **Tools -> Make the selected nodes editable**
menu item or the **Control+E** keyboard shortcut.
menu item or the **Control+W** keyboard shortcut.
.. image:: images/editable_node.png
:align: center

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@ -8,5 +8,6 @@ made from random patterns.
:maxdepth: 1
node_noise
node_noise_color
node_noise_perlin
node_noise_voronoi

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@ -6,10 +6,10 @@ The generator nodes are nodes that do not accept any input and generate one or s
.. toctree::
:maxdepth: 1
node_pattern_bricks
node_pattern_fibers
node_pattern_generic
node_pattern_bricks
node_pattern_weave
node_pattern_truchet
node_pattern_fibers
node_pattern_runes
node_pattern_scratches
node_pattern_truchet
node_pattern_weave

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@ -9,7 +9,7 @@ To create a subgraph, first select the nodes that must be grouped and use the
This will replace all selected nodes with a single subgraph node, without
modifying the overall material description.
The subgraph node is not editable by default, but using the **Control+E**
The subgraph node is not editable by default, but using the **Control+W**
shortcut will make it possible to edit its contents using the pencil button.
.. image:: images/subgraph.png
@ -19,7 +19,7 @@ The newly created subgraph contains:
* all nodes that have been grouped
* an **Input** and an **Output** node that rep^resent the inputs and the outputs
of the subgraph. Selecting them and using the **Control+E** shortcut makes them
of the subgraph. Selecting them and using the **Control+W** shortcut makes them
editable so the subgraph inputs and outputs can be added, removed reordered or
renamed. Please note that all those operations will (when possible) keep
connectivity inside and outside the subgraph.