Docs update for msh material property fill operator and menu entry
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@ -207,7 +207,7 @@ class FillSWBFMaterialProperties(bpy.types.Operator):
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bl_label = "Fill SWBF Material Properties"
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bl_label = "Fill SWBF Material Properties"
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bl_description = ("Fill in SWBF properties of all materials used by selected objects.\n"
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bl_description = ("Fill in SWBF properties of all materials used by selected objects.\n"
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"Only considers materials that use nodes.\n"
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"Only considers materials that use nodes.\n"
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"Please see 'Materials Operators' in the docs for more details.")
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"Please see 'Materials > Materials Operators' in the docs for more details.")
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def execute(self, context):
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def execute(self, context):
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@ -24,6 +24,7 @@
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+ [Materials.Flags](#materialsflags)
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+ [Materials.Flags](#materialsflags)
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+ [Materials.Data](#materialsdata)
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+ [Materials.Data](#materialsdata)
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+ [Materials.Texture Maps](#materialstexture-maps)
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+ [Materials.Texture Maps](#materialstexture-maps)
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+ [Materials Operators](#materials-operators)
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- [Skeletons and Skinning](#skeletons-and-skinning)
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- [Skeletons and Skinning](#skeletons-and-skinning)
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+ [XSI vs Blender](#xsi-vs-blender)
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+ [XSI vs Blender](#xsi-vs-blender)
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+ [Example Skin Hierarchy](#example-skin-hierarchy)
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+ [Example Skin Hierarchy](#example-skin-hierarchy)
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@ -575,6 +576,14 @@ Environment map for the material. Used to provide static reflections for the mod
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Distortion maps control how Refractive materials distort the scene behind them. Should be a Normal Map with '-forceformat v8u8' in it's '.tga.option' file. See Appendix .tga.option Files.
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Distortion maps control how Refractive materials distort the scene behind them. Should be a Normal Map with '-forceformat v8u8' in it's '.tga.option' file. See Appendix .tga.option Files.
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### Materials Operators
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#### Fill SWBF Properties
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Fills in SWBF properties of each material used by a currently selected object. This operator will only work with materials that have ```Use Nodes``` enabled and will just fill in the Diffuse Map property with the name of the image used by the material's Principled BSDF node.
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It is used by selecting the relevant objects and choosing `SWBF` > `Fill SWBF Material Properties` in the `Object Context` (right-click) menu ![Menu Entry](images/mat_fill_op.png)
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