Commit: 2ac5b55289d361de7fccc9be188b98df358ab932 Author: Arye Ramaty Date: Wed Jun 29 15:32:43 2022 +0200 Branches: master https://developer.blender.org/rB2ac5b55289d361de7fccc9be188b98df358ab932
UI: add tooltips for nodes to the shader node add menu These are based on the descriptions from the manual, with various changes. Differential Revision: https://developer.blender.org/D15309 =================================================================== M source/blender/nodes/NOD_static_types.h =================================================================== diff --git a/source/blender/nodes/NOD_static_types.h b/source/blender/nodes/NOD_static_types.h index 20b3a61fd0b..62a6f85a04c 100644 --- a/source/blender/nodes/NOD_static_types.h +++ b/source/blender/nodes/NOD_static_types.h @@ -17,111 +17,111 @@ /* WARNING! If you edit those strings, please do the same in relevant nodes files (under blender/nodes/...)! */ /* Tree type Node ID RNA def function Enum name Struct name UI Name UI Description */ -DefNode(Node, NODE_FRAME, def_frame, "FRAME", Frame, "Frame", "" ) -DefNode(Node, NODE_GROUP, def_group, "GROUP", Group, "Group", "" ) -DefNode(Node, NODE_GROUP_INPUT, def_group_input, "GROUP_INPUT", GroupInput, "Group Input", "" ) -DefNode(Node, NODE_GROUP_OUTPUT, def_group_output, "GROUP_OUTPUT", GroupOutput, "Group Output", "" ) -DefNode(Node, NODE_REROUTE, 0, "REROUTE", Reroute, "Reroute", "" ) +DefNode(Node, NODE_FRAME, def_frame, "FRAME", Frame, "Frame", "Collect related nodes together in a common area.\nFrames are useful when a node setup becomes large and confusing yet the re-usability of a Node Group is not required") +DefNode(Node, NODE_GROUP, def_group, "GROUP", Group, "Group", "") +DefNode(Node, NODE_GROUP_INPUT, def_group_input, "GROUP_INPUT", GroupInput, "Group Input", "While inside a group, expose connected data as sockets in the node gruop interface") +DefNode(Node, NODE_GROUP_OUTPUT, def_group_output, "GROUP_OUTPUT", GroupOutput, "Group Output", "While inside a group, output connected data") +DefNode(Node, NODE_REROUTE, 0, "REROUTE", Reroute, "Reroute", "Used for organizing.\nReroute looks and behaves much like a socket on other nodes in that it supports one input connection while allowing multiple output connections") -DefNode(ShaderNode, SH_NODE_RGB, 0, "RGB", RGB, "RGB", "" ) -DefNode(ShaderNode, SH_NODE_VALUE, 0, "VALUE", Value, "Value", "" ) -DefNode(ShaderNode, SH_NODE_MIX_RGB, def_mix_rgb, "MIX_RGB", MixRGB, "MixRGB", "" ) -DefNode(ShaderNode, SH_NODE_VALTORGB, def_colorramp, "VALTORGB", ValToRGB, "ColorRamp", "" ) -DefNode(ShaderNode, SH_NODE_RGBTOBW, 0, "RGBTOBW", RGBToBW, "RGB to BW", "" ) -DefNode(ShaderNode, SH_NODE_SHADERTORGB, 0, "SHADERTORGB", ShaderToRGB, "Shader to RGB", "" ) -DefNode(ShaderNode, SH_NODE_NORMAL, 0, "NORMAL", Normal, "Normal", "" ) -DefNode(ShaderNode, SH_NODE_GAMMA, 0, "GAMMA", Gamma, "Gamma", "" ) -DefNode(ShaderNode, SH_NODE_BRIGHTCONTRAST, 0, "BRIGHTCONTRAST", BrightContrast, "Bright Contrast", "" ) -DefNode(ShaderNode, SH_NODE_MAPPING, def_sh_mapping, "MAPPING", Mapping, "Mapping", "" ) -DefNode(ShaderNode, SH_NODE_CURVE_VEC, def_vector_curve, "CURVE_VEC", VectorCurve, "Vector Curves", "" ) -DefNode(ShaderNode, SH_NODE_CURVE_RGB, def_rgb_curve, "CURVE_RGB", RGBCurve, "RGB Curves", "" ) -DefNode(ShaderNode, SH_NODE_CAMERA, 0, "CAMERA", CameraData, "Camera Data", "" ) -DefNode(ShaderNode, SH_NODE_MAP_RANGE, def_map_range, "MAP_RANGE", MapRange, "Map Range", "" ) -DefNode(ShaderNode, SH_NODE_CLAMP, def_clamp, "CLAMP", Clamp, "Clamp", "" ) -DefNode(ShaderNode, SH_NODE_MATH, def_math, "MATH", Math, "Math", "" ) -DefNode(ShaderNode, SH_NODE_VECTOR_MATH, def_vector_math, "VECT_MATH", VectorMath, "Vector Math", "" ) -DefNode(ShaderNode, SH_NODE_SQUEEZE, 0, "SQUEEZE", Squeeze, "Squeeze Value", "" ) -DefNode(ShaderNode, SH_NODE_INVERT, 0, "INVERT", Invert, "Invert", "" ) -DefNode(ShaderNode, SH_NODE_SEPRGB_LEGACY, 0, "SEPRGB", SeparateRGB, "Separate RGB", "" ) -DefNode(ShaderNode, SH_NODE_COMBRGB_LEGACY, 0, "COMBRGB", CombineRGB, "Combine RGB", "" ) -DefNode(ShaderNode, SH_NODE_HUE_SAT, 0, "HUE_SAT", HueSaturation, "Hue Saturation Value", "" ) +DefNode(ShaderNode, SH_NODE_RGB, 0, "RGB", RGB, "RGB", "A color picker") +DefNode(ShaderNode, SH_NODE_VALUE, 0, "VALUE", Value, "Value", "A node to input numerical values to other nodes in the tree") +DefNode(ShaderNode, SH_NODE_MIX_RGB, def_mix_rgb, "MIX_RGB", MixRGB, "MixRGB", "Mix colors by working on the individual and corresponding pixels of the two input colors") +DefNode(ShaderNode, SH_NODE_VALTORGB, def_colorramp, "VALTORGB", ValToRGB, "ColorRamp", "Map values to colors with the use of a gradient") +DefNode(ShaderNode, SH_NODE_RGBTOBW, 0, "RGBTOBW", RGBToBW, "RGB to BW", "Convert an RGB color image to a grayscale by the luminance") +DefNode(ShaderNode, SH_NODE_SHADERTORGB, 0, "SHADERTORGB", ShaderToRGB, "Shader to RGB", "Convert rendering effect (such as light and shadow) to color.\nTypically used for non-photorealistic rendering, to apply additional effects on the output of BSDFs.\nFor example, a color ramp on the output of a diffuse BSDF can be used to create a flexible toon shader.\nNote: only supported for Eevee") +DefNode(ShaderNode, SH_NODE_NORMAL, 0, "NORMAL", Normal, "Normal", "Generate a normal vector and a dot product") +DefNode(ShaderNode, SH_NODE_GAMMA, 0, "GAMMA", Gamma, "Gamma", "Apply a gamma correction") +DefNode(ShaderNode, SH_NODE_BRIGHTCONTRAST, 0, "BRIGHTCONTRAST", BrightContrast, "Bright Contrast", "Control the brightness and contrast of the input color") +DefNode(ShaderNode, SH_NODE_MAPPING, def_sh_mapping, "MAPPING", Mapping, "Mapping", "Transform the input vector by applying translation, rotation, and scaling") +DefNode(ShaderNode, SH_NODE_CURVE_VEC, def_vector_curve, "CURVE_VEC", VectorCurve, "Vector Curves", "Map an input vector component to a curve, Used to fine-tune the interpolation of the input") +DefNode(ShaderNode, SH_NODE_CURVE_RGB, def_rgb_curve, "CURVE_RGB", RGBCurve, "RGB Curves", "Apply color corrections for each color channel") +DefNode(ShaderNode, SH_NODE_CAMERA, 0, "CAMERA", CameraData, "Camera Data", "Use to get information about the position of the object relative to the camera.\nFor Example: To change the shading of objects further away from the camera, or make custom fog effects") +DefNode(ShaderNode, SH_NODE_MAP_RANGE, def_map_range, "MAP_RANGE", MapRange, "Map Range", "Remap a value from a range to a target range") +DefNode(ShaderNode, SH_NODE_CLAMP, def_clamp, "CLAMP", Clamp, "Clamp", "Clamp a value between a minimum and a maximum") +DefNode(ShaderNode, SH_NODE_MATH, def_math, "MATH", Math, "Math", "Perform math operations") +DefNode(ShaderNode, SH_NODE_VECTOR_MATH, def_vector_math, "VECT_MATH", VectorMath, "Vector Math", "Perform vector math operation") +DefNode(ShaderNode, SH_NODE_SQUEEZE, 0, "SQUEEZE", Squeeze, "Squeeze Value", "") +DefNode(ShaderNode, SH_NODE_INVERT, 0, "INVERT", Invert, "Invert", "Inverts a color, producing a negative") +DefNode(ShaderNode, SH_NODE_SEPRGB_LEGACY, 0, "SEPRGB", SeparateRGB, "Separate RGB", "Split an image into its red, green and blue channels") +DefNode(ShaderNode, SH_NODE_COMBRGB_LEGACY, 0, "COMBRGB", CombineRGB, "Combine RGB", "Combine an image from its red, green and blue channels") +DefNode(ShaderNode, SH_NODE_HUE_SAT, 0, "HUE_SAT", HueSaturation, "Hue Saturation Value","Apply a color transformation in the HSV Color Model") -DefNode(ShaderNode, SH_NODE_OUTPUT_MATERIAL, def_sh_output, "OUTPUT_MATERIAL", OutputMaterial, "Material Output", "" ) -DefNode(ShaderNode, SH_NO @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list [email protected] List details, subscription details or unsubscribe: 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