Commit: 2a60b979cca272f01acf3a08a5517599b94a12f2
Author: Hans Goudey
Date:   Wed Jul 6 15:03:21 2022 -0500
Branches: master
https://developer.blender.org/rB2a60b979cca272f01acf3a08a5517599b94a12f2

UI: Adjust and fix shader node descriptions

The tooltips added for shader nodes in D15309 are very helpful already.
This commit makes a few tweaks to make them more consistent, concise,
and includes some fixes. Note that this might move some descriptions
further away from the wording in the manual.

* Make wording more concise
  * Start fewer new sentences
  * Use "For Example" slightly less
  * Avoid repeating the node's name unnecessarily
* Spelling/grammar fixes
  * Don't capitalize some words
  * Use consistent verb conjugation
  * Use ASCII characters/more common quote symbols
* Corrections to information
  * Plural/singular corrections
  * "smoke domains" -> "volume grids"
  * Fix tooltip for separate and combine color nodes
  * Refer to color sockets as colors rather than "images"
* Avoid "advice" in a few places, which should be left for the manual
* Remove information for sockets and could be in their tooltips
* Avoid referring to the locations of a property in the UI
* Avoid manual newlines (mostly reserve for "Note:")
  * Leave UI code in control of wrapping, which is more consistent
* Add some information
  * That the UV map and color attribute nodes use a default
  * That Voronoi is "based on the distance to random points"
  * Add "(Deprecated)" to old color combine and separate nodes

Differential Revision: https://developer.blender.org/D15381

===================================================================

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 609791ad091..302656b8a7c 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",             "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_FRAME,              def_frame,              
"FRAME",          Frame,            "Frame",             "Collect related nodes 
together in a common area. Useful for organization when 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(Node,           NODE_GROUP_INPUT,        def_group_input,        
"GROUP_INPUT",    GroupInput,       "Group Input",       "Expose connected data 
from inside a node group as inputs to its interface")
+DefNode(Node,           NODE_GROUP_OUTPUT,       def_group_output,       
"GROUP_OUTPUT",   GroupOutput,      "Group Output",      "Output data from 
inside of a node group")
+DefNode(Node,           NODE_REROUTE,            0,                      
"REROUTE",        Reroute,          "Reroute",           "A single-socket 
organization tool that supports one input and multiple outputs")
 
 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_VALUE,           0,                      
"VALUE",          Value,            "Value",             "Used to Input 
numerical values to other nodes in the tree")
+DefNode(ShaderNode,     SH_NODE_MIX_RGB,         def_mix_rgb,            
"MIX_RGB",        MixRGB,           "MixRGB",            "Mix 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_RGBTOBW,         0,                      
"RGBTOBW",        RGBToBW,          "RGB to BW",         "Convert a color's 
luminance to a grayscale value")
+DefNode(ShaderNode,     SH_NODE_SHADERTORGB,     0,                      
"SHADERTORGB",    ShaderToRGB,      "Shader to RGB",     "Convert rendering 
effect (such as light and shadow) to color. Typically used for 
non-photorealistic rendering, to apply additional effects on the output of 
BSDFs.\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_MAPPING,         def_sh_mapping,         
"MAPPING",        Mapping,          "Mapping",           "Transform the input 
vector by applying translation, rotation, and scale")
+DefNode(ShaderNode,     SH_NODE_CURVE_VEC,       def_vector_curve,       
"CURVE_VEC",      VectorCurve,      "Vector Curves",     "Map an input vectors 
to curves, 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_CAMERA,          0,                      
"CAMERA",         CameraData,       "Camera Data",       "Retrieve information 
about the camera and how it relates to the current shading point's position")
 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_INVERT,          0,                      
"INVERT",         Invert,           "Invert",            "Invert a color, 
producing a negative")
+DefNode(ShaderNode,     SH_NODE_SEPRGB_LEGACY,   0,                      
"SEPRGB",         SeparateRGB,      "Separate RGB",      "Split a color into 
its red, green, and blue channels (Deprecated)")
+DefNode(ShaderNode,     SH_NODE_COMBRGB_LEGACY,  0,                      
"COMBRGB",        CombineRGB,       "Combine RGB",       "Generate a color from 
its red, green, and blue channels (Deprecated)")
+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",   "Output surface 
material information to a surface object")
-DefNode(ShaderNode,     SH_NODE_EEVEE_SPECULAR,     0,                      
"EEVEE_SPECULAR",     EeveeSpecular,    "Specular BSDF",     "Similar to the 
Principled BSDF node but uses the specular workflow instead of the 
metallic.\nThe specular workflow functions by specifying the facing (along 
normal) reflection color The result may not be physically plausible because 
there is no energy conservation")
+DefNode(ShaderNode,     SH_NODE_OUTPUT_MATERIAL,    def_sh_output,          
"OUTPUT_MATERIAL",    OutputMaterial,   "Material Output",   "Output surface 
material information for use in rendering")
+DefNode(ShaderNode,     SH_NODE_EEVEE_SPECULAR,     0,                      
"EEVEE_SPECULAR",     EeveeSpecular,    "Specular BSDF",     "Similar to the 
Principled BSDF node but uses the specular workflow instead of metallic, which 
functions by specifying the facing (along nor

@@ Diff output truncated at 10240 characters. @@

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